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Slaad-a-palooza!
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<blockquote data-quote="der_kluge" data-source="post: 1303136" data-attributes="member: 945"><p>As supposed "powerful" spellcasters, green slaad are pathetically weak, they only get a handful of spells, and their combat abilites pale in comparison to the "lesser" blue Slaad. Lame.</p><p></p><p>Here is my version. I will have much more fun with these.</p><p></p><p>[code]</p><p>[b]Green Slaad, Wiz6</p><p> Large Outsider (Chaotic, Extraplanar)</p><p>Hit Dice:[/b] 9d8+6d4+75 (130 hp)</p><p>[b]Initiative:[/b] +6</p><p>[b]Speed:[/b] 30 ft. (6 squares)</p><p>[b]Armor Class:[/b] 24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22</p><p>[b]Base Attack/Grapple:[/b] +12/+21</p><p>[b]Attack:[/b] Claw +17 melee (1d6+6)</p><p>[b]Full Attack:[/b] 2 claws +17 melee (1d6+6) and bite +15 melee (2d8+3)</p><p>[b]Space/Reach:[/b] 10 ft./10 ft.</p><p>[b]Special Attacks:[/b] Spell-like abilities, summon slaad, Spells</p><p>[b]Special Qualities:[/b] Change shape, darkvision 60 ft., fast healing 5, </p><p>immunity to sonic, resistance to acid 5, cold 5, resistance to acid 5, cold 5, </p><p>electricity 5, and fire 5</p><p>[b]Saves:[/b] Fort +13, Ref +10, Will +11</p><p>[b]Abilities:[/b] Str 23, Dex 14, Con 20, Int 13, Wis 10, Cha 12</p><p>[b]Skills:[/b] Climb +18, Concentration +14, Hide +11, Jump +18, Listen </p><p>+12, Move Silently +15, Search +12, Spellcraft +4, Spot +12, Survival +6 (+8 </p><p>following tracks)</p><p>[b]Feats:[/b] Cleave, Improved Initiative, Multiattack, Power Attack, Spell </p><p>Focus (Abjuration), Combat Expertise, Silent Spell</p><p>[b]Challenge Rating:[/b] 15</p><p>[b]Alignment:[/b] Usually chaotic neutral</p><p>[b]Advancement:[/b] 10-15 HD (Large); 16-27 HD (Huge)</p><p>[b]Spell Like abilities:[/b] At will – chaos hammer (DC 15), detect magic, </p><p>detect thoughts (DC 13), fear (DC 15), protection from law, see invisibility, </p><p>shatter (DC 13); 3/day – dispel law (DC 16), deeper darkness, fireball (DC 14). </p><p>Caster level 9th</p><p>[/code]</p><p></p><p><strong>Change Shape (Su):</strong> A green can assume any Medium or Large humanoid form as a standard action. In humanoid form, a green slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A green 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><strong>Summon Slaad (Sp):</strong> Twice per day, a green slaad can attempt to summon another green slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell.</p><p></p><p><strong>Spells:</strong> 4, 4/3/2</p><p>0 – ghost sound, resistance, mage hand, message</p><p>1st – expeditious retreat, mage armor, protection from good, shield</p><p>2nd – blur, invisibility, mirror image</p><p>3rd – dispel magic, displacement</p><p></p><p><strong>Tactics (green slaad): </strong></p><p>• If combat is expected, cast in order – displacement, mirror image (1d4+2 images), blur, shield, mage armor</p><p>• If it is an option, invisibility on other Slaad near him</p><p>• Open with an area dispel magic to soften up enemies.</p><p>• Use expeditious retreat to flee when within 10% of hit points.</p><p></p><p><strong>Possessions:</strong></p><p>• Green Slaad always have 1d4+1 scrolls in their possession in addition to the following two scrolls: detect divinity spark*, and detect godsblood*. Choose from the following:</p><p>1d12</p><p> </p><p>1 glitterdust</p><p>2 illusory script</p><p>3 wrath of the demiurge*</p><p>4 invisibility</p><p>5 endure elements</p><p>6 knock</p><p>7 persistent image</p><p>8 confusion</p><p>9 dismissal</p><p>10 ghost sound</p><p>11 blight</p><p>12 contact other plane</p><p></p><p>• Green Slaad always have one (1-12) or two (13-20) potions in their possession. Choose from the following:</p><p>1d10</p><p> </p><p>1 Potion of levitate</p><p>2 Potion of Cat’s grace (+4 Dex)</p><p>3 Oil of Reduce Person</p><p>4 Potion of Blur</p><p>5 Potion of Eagle’s Splendor (+4 Cha)</p><p>6 Potion of Fox’s Cunning (+4 Int)</p><p>7 Potion of Cure Serious Wounds (3d8+10)</p><p>8 Potion of Heroism (+2 BAB, saves, skills)</p><p>9 Potion of Protection from energy (cold)</p><p>10 Potion of Bear’s Endurance (+4 Con) </p><p></p><p>* From Malhavoc's _Requiem for a God_</p><p>____________</p><p><strong>Notes:</strong> I took the base green slaad and added 6 levels of wizard. I opted for wizard (versus sorcerer) for the versatility that it allowed. Plus, it kind of made more sense that they would learn these arts, versus having them inately. I bumped up the Con, Dex, and Int (had to make it 13 to cast 3rd level spells). Textbook green slaad have an Int of 10, which is totally stupid for them being great spellcasters and leaders. Gave them spell focus (abjuration) to boost the dispel magic roll (which might be outside the rules a bit, but I don't care), and Silent Spell (bonus wizard feat), and Combat Casting.</p><p></p><p>I also went ahead and gave them some magical treasure in the form of potions and scrolls. At least this way the PCs will get some little token for killing these guys, versus not getting anything. Plus, I can use the potions and scrolls. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="der_kluge, post: 1303136, member: 945"] As supposed "powerful" spellcasters, green slaad are pathetically weak, they only get a handful of spells, and their combat abilites pale in comparison to the "lesser" blue Slaad. Lame. Here is my version. I will have much more fun with these. [code] [b]Green Slaad, Wiz6 Large Outsider (Chaotic, Extraplanar) Hit Dice:[/b] 9d8+6d4+75 (130 hp) [b]Initiative:[/b] +6 [b]Speed:[/b] 30 ft. (6 squares) [b]Armor Class:[/b] 24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22 [b]Base Attack/Grapple:[/b] +12/+21 [b]Attack:[/b] Claw +17 melee (1d6+6) [b]Full Attack:[/b] 2 claws +17 melee (1d6+6) and bite +15 melee (2d8+3) [b]Space/Reach:[/b] 10 ft./10 ft. [b]Special Attacks:[/b] Spell-like abilities, summon slaad, Spells [b]Special Qualities:[/b] Change shape, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, resistance to acid 5, cold 5, electricity 5, and fire 5 [b]Saves:[/b] Fort +13, Ref +10, Will +11 [b]Abilities:[/b] Str 23, Dex 14, Con 20, Int 13, Wis 10, Cha 12 [b]Skills:[/b] Climb +18, Concentration +14, Hide +11, Jump +18, Listen +12, Move Silently +15, Search +12, Spellcraft +4, Spot +12, Survival +6 (+8 following tracks) [b]Feats:[/b] Cleave, Improved Initiative, Multiattack, Power Attack, Spell Focus (Abjuration), Combat Expertise, Silent Spell [b]Challenge Rating:[/b] 15 [b]Alignment:[/b] Usually chaotic neutral [b]Advancement:[/b] 10-15 HD (Large); 16-27 HD (Huge) [b]Spell Like abilities:[/b] At will – chaos hammer (DC 15), detect magic, detect thoughts (DC 13), fear (DC 15), protection from law, see invisibility, shatter (DC 13); 3/day – dispel law (DC 16), deeper darkness, fireball (DC 14). Caster level 9th [/code] [b]Change Shape (Su):[/b] A green can assume any Medium or Large humanoid form as a standard action. In humanoid form, a green slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A green 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. [b]Summon Slaad (Sp):[/b] Twice per day, a green slaad can attempt to summon another green slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell. [b]Spells:[/b] 4, 4/3/2 0 – ghost sound, resistance, mage hand, message 1st – expeditious retreat, mage armor, protection from good, shield 2nd – blur, invisibility, mirror image 3rd – dispel magic, displacement [b]Tactics (green slaad): [/b] • If combat is expected, cast in order – displacement, mirror image (1d4+2 images), blur, shield, mage armor • If it is an option, invisibility on other Slaad near him • Open with an area dispel magic to soften up enemies. • Use expeditious retreat to flee when within 10% of hit points. [b]Possessions:[/b] • Green Slaad always have 1d4+1 scrolls in their possession in addition to the following two scrolls: detect divinity spark*, and detect godsblood*. Choose from the following: 1d12 1 glitterdust 2 illusory script 3 wrath of the demiurge* 4 invisibility 5 endure elements 6 knock 7 persistent image 8 confusion 9 dismissal 10 ghost sound 11 blight 12 contact other plane • Green Slaad always have one (1-12) or two (13-20) potions in their possession. Choose from the following: 1d10 1 Potion of levitate 2 Potion of Cat’s grace (+4 Dex) 3 Oil of Reduce Person 4 Potion of Blur 5 Potion of Eagle’s Splendor (+4 Cha) 6 Potion of Fox’s Cunning (+4 Int) 7 Potion of Cure Serious Wounds (3d8+10) 8 Potion of Heroism (+2 BAB, saves, skills) 9 Potion of Protection from energy (cold) 10 Potion of Bear’s Endurance (+4 Con) * From Malhavoc's _Requiem for a God_ ____________ [b]Notes:[/b] I took the base green slaad and added 6 levels of wizard. I opted for wizard (versus sorcerer) for the versatility that it allowed. Plus, it kind of made more sense that they would learn these arts, versus having them inately. I bumped up the Con, Dex, and Int (had to make it 13 to cast 3rd level spells). Textbook green slaad have an Int of 10, which is totally stupid for them being great spellcasters and leaders. Gave them spell focus (abjuration) to boost the dispel magic roll (which might be outside the rules a bit, but I don't care), and Silent Spell (bonus wizard feat), and Combat Casting. I also went ahead and gave them some magical treasure in the form of potions and scrolls. At least this way the PCs will get some little token for killing these guys, versus not getting anything. Plus, I can use the potions and scrolls. ;) [/QUOTE]
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