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<blockquote data-quote="zeo_evil" data-source="post: 1294157" data-attributes="member: 11766"><p><strong>Mechanical terror.</strong></p><p></p><p>Enough Ravneloft for now. On to something different after this one.</p><p></p><p>Mechanical Slaad</p><p>Large Outsider (Chaotic, Extraplanar)</p><p>Hit Dice: 13d8+78 (136 hp)</p><p>Initiative: +3</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 26 (+3 Dex, +14 Natural, -1 Size) touch 12, flat-footed 23</p><p>Base Attack/Grapple: +13/+25</p><p>Attack: +1 shocking burst battleaxe +21 melee (2d6+9 plus 1d6 electric; x3 plus 1d10 electric</p><p>Full Attack: 2 +1 shocking burst battleaxes +21 melee (2d6+9 plus 1d6 electric; x3 plus 1d10 electric) and bite +15 melee (2d8+4)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Spell-like abilities, summon slaad, trample</p><p>Special Qualities: Change shape, construct metamorphosis, damage reduction 10/lawful and magic, darkvision 60 ft., electrical defense, fast healing 5, immunity to magic, immunity to electricity and sonic, low-light vision, resistance 5, cold 5, and fire 5</p><p>Saves: Fort +14, Ref +11, Will +8</p><p>Abilities: Str 27, Dex 17, Con 23, Int 13, Wis 11, Cha 18</p><p>Skills: Balance +21, Climb +24, Concentration +22, Intimidate +20, Jump +26, Listen +16, Search +17, Spot +16, Tumble +19</p><p>Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack</p><p>Alignment: Usually chaotic nuetral</p><p>Environment: Ever-Changing Chaos of Limbo</p><p>Organization: Solitary plus 2 +1 shocking burst battleaxes</p><p>Challenge Rating: 13</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic neutral</p><p>Advancement: 14-26 HD (Large), 27-39 HD (Huge)</p><p></p><p>This misshapen creature looks asymmetrical, the different parts of its body seemingly composed of many dissimilar types of frog-like creatures. Sharp bone-like spurs of metal thrust from the creature’s elbows, knees, and shoulders and jut down his spine. Its hands are steel battleaxes. Its feet are exceptionally big, as if to compensate for its lack of hands.</p><p></p><p>Mechanical or electric slaadi as they are sometimes called are rare even for mutations among a chaotic race. Seeing one for the moments it lets you live must be a spectacle. Too bad no one has ever live to tell the multiverse about it.</p><p></p><p>Composed of flesh and steel, a mechanical slaad is spawned from eroded metal previously made permanent by an anarch. Repeated exposure to the raw elemental nature of Limbo corrodes permanent structures not maintained or at least casually monitored. In this liquid steel, mechanical slaadi spawn. Spellcasting green slaadi tainted by the evil of the same demiplane that spawns the doll and gargoyle slaadi, work the molten metal with electricity and foul magic.</p><p></p><p>Mechanical slaad are just that, mechanical, cold and almost emotionless. Only rage and hatred ever show across the brow of these unfortunate slaadi. They have an affinity for perching on buildings made with reinforced walls or atop metal towers or scaffolds. They speak Common and Slaad.</p><p></p><p>Combat</p><p></p><p>Mechanical slaadi use their spell-like abilities to weaken foes from a distance before closing in. They trample as many opponents as possible early on. If seriously threatened by multiple foes, a mechanical slaad will use its rage spell-like ability and use the Whirlwind Attack feat.</p><p></p><p>Change Shape (Su): A mechanical slaad can assume any Large or Medium humanoid form as a standard action. In humanoid form, a mechanical slaad cannot use its natural weapons (although it can equip itself with armor and weapons as appropriate to its form). A mechanical slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.</p><p></p><p>Construct Metamorphosis (Su): Once per day, a mechanical slaad can metamorphose into a construct. While a construct, a mechanical slaad loses its outsider traits, but gains construct traits. It has no Constitution score. It is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It is immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. It cannot heal damage on its own, but often can be repaired by exposing itself to a certain kind of effect (see below) or with the Craft Construct feat. A mechanical slaad still benefits from its fast healing special quality. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It is immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). It is not at risk of death from massive damage. It is immediately destroyed when reduced to 0 hit points or less. Since the mechanical slaad is not alive, it cannot be raised or resurrected while it is a construct. Because its body becomes a mass of unliving matter, a mechanical slaad is hard to destroy. It gains 20 bonus hit points. The mechanical slaad’s Hit Dice, base attack bonus, saving throws, skill points, and feats are unaffected. The metamorphosis last for 6 rounds. The following changes to its statistics are in effect for as long as it remains a construct: Medium Construct (Chaotic, Extraplanar); Hit Dice 13d8+20; hp 78; SV Fort +8; Con –; Concentration +16.</p><p></p><p>Electrical Defense (Su): Any creature striking a mechanical slaad with handheld weapons or natural weapons takes 1d8+8 points of electricity damage from the electric current flowing through the slaad’s veins. Note that weapons with exceptional reach do not endanger their users in this way.</p><p></p><p>Immunity to Magic (Ex): A mechanical slaad is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. </p><p></p><p>An order’s wrath spell slows a mechanical slaad (as the slow spell) for 2d6 rounds, with no saving throw, while chaos hammer heals all of its lost hit points. </p><p></p><p>A dictum spell negates its damage reduction and immunity to magic for 1 full round.</p><p></p><p>Spell-Like Abilities: At will-align weapon, disrupting weapon (DC 19), lightning bolt (DC 17), greater magic weapon; 3/day-chain lightning (DC 20); 1/day-rage. Caster level 13th. The save DCs are Charisma-based.</p><p></p><p>Summon Slaad (Sp): Twice per day, a gargoyle slaad can attempt to summon 1-2 red or blue slaadi with a 60% chance of success, or 1-2 green slaad with a 40% chance of success. This ability is the equivalent of a 6th level spell.</p><p></p><p>Trample (Ex): As a full-round action, a mechanical slaad can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. It merely has to move over the opponents in its path; any creature whose space is completely covered by the mechanical slaad’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the mechanical slaad moves over all the squares it occupies. If the mechanical slaad moves over only some of a target’s space, the target can make an attack of opportunity against it at a –4 penalty. A mechanical slaad that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.</p><p></p><p>A mechanical slaad’s trample attack deals 2d6+12 points of bludgeoning damage.</p><p></p><p>Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.</p><p></p><p>The save DC against a mechanical slaad’s trample attack is 24. A mechanical slaad can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength-based.</p></blockquote><p></p>
[QUOTE="zeo_evil, post: 1294157, member: 11766"] [b]Mechanical terror.[/b] Enough Ravneloft for now. On to something different after this one. Mechanical Slaad Large Outsider (Chaotic, Extraplanar) Hit Dice: 13d8+78 (136 hp) Initiative: +3 Speed: 30 ft. (6 squares) Armor Class: 26 (+3 Dex, +14 Natural, -1 Size) touch 12, flat-footed 23 Base Attack/Grapple: +13/+25 Attack: +1 shocking burst battleaxe +21 melee (2d6+9 plus 1d6 electric; x3 plus 1d10 electric Full Attack: 2 +1 shocking burst battleaxes +21 melee (2d6+9 plus 1d6 electric; x3 plus 1d10 electric) and bite +15 melee (2d8+4) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, summon slaad, trample Special Qualities: Change shape, construct metamorphosis, damage reduction 10/lawful and magic, darkvision 60 ft., electrical defense, fast healing 5, immunity to magic, immunity to electricity and sonic, low-light vision, resistance 5, cold 5, and fire 5 Saves: Fort +14, Ref +11, Will +8 Abilities: Str 27, Dex 17, Con 23, Int 13, Wis 11, Cha 18 Skills: Balance +21, Climb +24, Concentration +22, Intimidate +20, Jump +26, Listen +16, Search +17, Spot +16, Tumble +19 Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack Alignment: Usually chaotic nuetral Environment: Ever-Changing Chaos of Limbo Organization: Solitary plus 2 +1 shocking burst battleaxes Challenge Rating: 13 Treasure: Standard Alignment: Usually chaotic neutral Advancement: 14-26 HD (Large), 27-39 HD (Huge) This misshapen creature looks asymmetrical, the different parts of its body seemingly composed of many dissimilar types of frog-like creatures. Sharp bone-like spurs of metal thrust from the creature’s elbows, knees, and shoulders and jut down his spine. Its hands are steel battleaxes. Its feet are exceptionally big, as if to compensate for its lack of hands. Mechanical or electric slaadi as they are sometimes called are rare even for mutations among a chaotic race. Seeing one for the moments it lets you live must be a spectacle. Too bad no one has ever live to tell the multiverse about it. Composed of flesh and steel, a mechanical slaad is spawned from eroded metal previously made permanent by an anarch. Repeated exposure to the raw elemental nature of Limbo corrodes permanent structures not maintained or at least casually monitored. In this liquid steel, mechanical slaadi spawn. Spellcasting green slaadi tainted by the evil of the same demiplane that spawns the doll and gargoyle slaadi, work the molten metal with electricity and foul magic. Mechanical slaad are just that, mechanical, cold and almost emotionless. Only rage and hatred ever show across the brow of these unfortunate slaadi. They have an affinity for perching on buildings made with reinforced walls or atop metal towers or scaffolds. They speak Common and Slaad. Combat Mechanical slaadi use their spell-like abilities to weaken foes from a distance before closing in. They trample as many opponents as possible early on. If seriously threatened by multiple foes, a mechanical slaad will use its rage spell-like ability and use the Whirlwind Attack feat. Change Shape (Su): A mechanical slaad can assume any Large or Medium humanoid form as a standard action. In humanoid form, a mechanical slaad cannot use its natural weapons (although it can equip itself with armor and weapons as appropriate to its form). A mechanical slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form. Construct Metamorphosis (Su): Once per day, a mechanical slaad can metamorphose into a construct. While a construct, a mechanical slaad loses its outsider traits, but gains construct traits. It has no Constitution score. It is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It is immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. It cannot heal damage on its own, but often can be repaired by exposing itself to a certain kind of effect (see below) or with the Craft Construct feat. A mechanical slaad still benefits from its fast healing special quality. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It is immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). It is not at risk of death from massive damage. It is immediately destroyed when reduced to 0 hit points or less. Since the mechanical slaad is not alive, it cannot be raised or resurrected while it is a construct. Because its body becomes a mass of unliving matter, a mechanical slaad is hard to destroy. It gains 20 bonus hit points. The mechanical slaad’s Hit Dice, base attack bonus, saving throws, skill points, and feats are unaffected. The metamorphosis last for 6 rounds. The following changes to its statistics are in effect for as long as it remains a construct: Medium Construct (Chaotic, Extraplanar); Hit Dice 13d8+20; hp 78; SV Fort +8; Con –; Concentration +16. Electrical Defense (Su): Any creature striking a mechanical slaad with handheld weapons or natural weapons takes 1d8+8 points of electricity damage from the electric current flowing through the slaad’s veins. Note that weapons with exceptional reach do not endanger their users in this way. Immunity to Magic (Ex): A mechanical slaad is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. An order’s wrath spell slows a mechanical slaad (as the slow spell) for 2d6 rounds, with no saving throw, while chaos hammer heals all of its lost hit points. A dictum spell negates its damage reduction and immunity to magic for 1 full round. Spell-Like Abilities: At will-align weapon, disrupting weapon (DC 19), lightning bolt (DC 17), greater magic weapon; 3/day-chain lightning (DC 20); 1/day-rage. Caster level 13th. The save DCs are Charisma-based. Summon Slaad (Sp): Twice per day, a gargoyle slaad can attempt to summon 1-2 red or blue slaadi with a 60% chance of success, or 1-2 green slaad with a 40% chance of success. This ability is the equivalent of a 6th level spell. Trample (Ex): As a full-round action, a mechanical slaad can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. It merely has to move over the opponents in its path; any creature whose space is completely covered by the mechanical slaad’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the mechanical slaad moves over all the squares it occupies. If the mechanical slaad moves over only some of a target’s space, the target can make an attack of opportunity against it at a –4 penalty. A mechanical slaad that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer. A mechanical slaad’s trample attack deals 2d6+12 points of bludgeoning damage. Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage. The save DC against a mechanical slaad’s trample attack is 24. A mechanical slaad can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature. The save DC is Strength-based. [/QUOTE]
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