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Slaad Reimagined
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<blockquote data-quote="NotAYakk" data-source="post: 8085708" data-attributes="member: 72555"><p>The baseline idea is that someone tried to remove the chaos from chaos, and the result was Slaad, a destructive reproducing plague.</p><p></p><p>The beings responsible for Slaadi where sacked. Well, most of them got eaten by Sladdi.</p><p></p><p>---</p><p></p><p>I'm a bit concerned that these look annoying to run. Each Slaadi is going to be different, and has increasing amounts of state to track (which chaos casts, what resistances, what instinct).</p><p></p><p>---</p><p></p><p>You are missing CR. I'd guess around 7?</p><p></p><p>---</p><p></p><p>I'd almost wand an inverse-ninja rule for Slaadi. A problem with CR 7 creatures is you can never have that many of them in 5e before the encounter becomes near impossible for PCs.</p><p></p><p>---</p><p></p><p>Modular Slaad?</p><p></p><p>Slaad are spores of chaos wrapped in flesh. Up to 4 spores can form one creature, and they can split apart and rejoin due to impact or just randomly.</p><p></p><p>Each Slaad spore is worth 50 HP and are CR 4 per spore. One-spore Slaad are small, two are medium, 3 are large, and 4 are huge.</p><p></p><p>Proficiency bonus is equal to 2 plus 1 per spore.</p><p></p><p>Slaad attributes change randomly on each check. One-spore Slaad have 1d6 modifier whenever you check, two spore 1d8, three spore roll 2d8 and take the better roll, and 4 spore have a 3d4 modifier.</p><p></p><p>When you critically hit a Slaad, or a Slaad strikes a critical hit, it gains 1 spore and splits randomly. Existing damage is halved and split between the two creatures (this may cause the smaller one to die).</p><p></p><p>Before: After</p><p>1 Spore: 1 and 1</p><p>2 Spore: 50-50 3 Spore 1 Slaad, or a 2 Spore and a 1 Spore Slaad</p><p>3 Spore: 1d3 and 4-1d3 Spore Slaads.</p><p>4 Spore: 1d4 and 5-1d4</p><p></p><p><strong>Regeneration:</strong> A Slaad regenerations 5 HP per Spore at the start of its turn if it has at least 0 HP.</p><p></p><p><strong>Bite</strong>: Stat + Proficiency, deals # of spores d8 damage. If any damage die rolls maximium, the Slaad grows in size to match the target (if needed), gaining temporary HP equal to the creature's HP, and swallowed. While swallowed, the creature is blinded and restrained, and must make a DC 10+# of spores+stat roll) check to successfully cast a spell. Every 50 damage done to the Slaad forces a DC 15 con saving throw or the creature is expelled (damage done by the swallowed creature is doubled for this purpose).</p><p></p><p>While it has a creature Swallowed, the Slaadi can make a Bite attack on it with advantage, but cannot swallow anyone. Slaadi have teeth in their stomach.</p><p></p><p><strong>Claw</strong>: Stat + Proficiency, deals # of spores d6 damage. Uninfected target must make a constitution saving throw (DC 10+# of spores+stat roll) or have a spore injected into it. Whlie you have a spore injected into you, all healing you gain instead goes to the spore (every 50 points heals, the spore splits and grows a new one). After 1d6 days - 2d12 hours+1d100 minutes the spore matures. The creature must make a (DC 10+# of spores+stat roll) (use the stats of the spores infecting the person) charisma save or have its body and soul and HPs consumed by the spores at this point (possibly producing more spores), turning into a Slaadi. On a success, the spores instead burst forth, killing the creature anyhow.</p><p></p><p><strong>Magic Resistance</strong>: Has advantage on saves vs magic.</p><p></p><p><strong>Multipart</strong>: If a Slaad fails a saving throw, it can eject a spore and have that spore fail the saving throw instead. This lowers its maximium HP by 50; if it has taken at least 50 damage, the ejected spore is dead.</p><p></p><p><strong>Chaotic Motivations</strong>: In combat, the Slaadi acts chaotically. On its turn, roll 1d4</p><p>1: The Slaadi has a goal unrelated to combat. It disengages and moves away.</p><p>2: The Slaadi attacks a creature that doesn't have a Spore, and ignores creatures that do.</p><p>3: The Slaadi attacks the closest non-Slaadi.</p><p>4: The Slaadi attacks a random creature, including Slaadi, in combat with it.</p><p></p><p><strong>Chaos Magic</strong>: On its turn, roll 1d12 per Spore. Select one of the rolls:</p><p>1: The Slaad may cast Invisibility as a bonus action this turn</p><p>2: The Slaad may cast Fear as an action this turn</p><p>3: The Slaad grows wings and can Fly (60' speed) this turn</p><p>4: The Slaad can cast Fireball as an action this turn</p><p>5: The Slaad can cast PlaneShift (Plane of Chaos) this turn</p><p>6-7: The Slaad can cast a Chaos Bolt as an action this turn</p><p>8-12: Nothing</p><p></p><p><strong>Chaos Bolt: </strong>Attack 1d4-1 creatures (min 0). Attribute + Proficiency attack on each. Deals 1d6 force damage per spore, and the creature must make a random attribute saving throw (DC 10+# of spores+stat roll) or suffer the effects of the Bane spell.</p><p></p><p>---</p><p></p><p>I tried to be less stateful. And leaned in on the body horror a bit.</p><p></p><p>The CR 4 per spore is a goal, need to tweak numbers to make it work.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8085708, member: 72555"] The baseline idea is that someone tried to remove the chaos from chaos, and the result was Slaad, a destructive reproducing plague. The beings responsible for Slaadi where sacked. Well, most of them got eaten by Sladdi. --- I'm a bit concerned that these look annoying to run. Each Slaadi is going to be different, and has increasing amounts of state to track (which chaos casts, what resistances, what instinct). --- You are missing CR. I'd guess around 7? --- I'd almost wand an inverse-ninja rule for Slaadi. A problem with CR 7 creatures is you can never have that many of them in 5e before the encounter becomes near impossible for PCs. --- Modular Slaad? Slaad are spores of chaos wrapped in flesh. Up to 4 spores can form one creature, and they can split apart and rejoin due to impact or just randomly. Each Slaad spore is worth 50 HP and are CR 4 per spore. One-spore Slaad are small, two are medium, 3 are large, and 4 are huge. Proficiency bonus is equal to 2 plus 1 per spore. Slaad attributes change randomly on each check. One-spore Slaad have 1d6 modifier whenever you check, two spore 1d8, three spore roll 2d8 and take the better roll, and 4 spore have a 3d4 modifier. When you critically hit a Slaad, or a Slaad strikes a critical hit, it gains 1 spore and splits randomly. Existing damage is halved and split between the two creatures (this may cause the smaller one to die). Before: After 1 Spore: 1 and 1 2 Spore: 50-50 3 Spore 1 Slaad, or a 2 Spore and a 1 Spore Slaad 3 Spore: 1d3 and 4-1d3 Spore Slaads. 4 Spore: 1d4 and 5-1d4 [B]Regeneration:[/B] A Slaad regenerations 5 HP per Spore at the start of its turn if it has at least 0 HP. [B]Bite[/B]: Stat + Proficiency, deals # of spores d8 damage. If any damage die rolls maximium, the Slaad grows in size to match the target (if needed), gaining temporary HP equal to the creature's HP, and swallowed. While swallowed, the creature is blinded and restrained, and must make a DC 10+# of spores+stat roll) check to successfully cast a spell. Every 50 damage done to the Slaad forces a DC 15 con saving throw or the creature is expelled (damage done by the swallowed creature is doubled for this purpose). While it has a creature Swallowed, the Slaadi can make a Bite attack on it with advantage, but cannot swallow anyone. Slaadi have teeth in their stomach. [B]Claw[/B]: Stat + Proficiency, deals # of spores d6 damage. Uninfected target must make a constitution saving throw (DC 10+# of spores+stat roll) or have a spore injected into it. Whlie you have a spore injected into you, all healing you gain instead goes to the spore (every 50 points heals, the spore splits and grows a new one). After 1d6 days - 2d12 hours+1d100 minutes the spore matures. The creature must make a (DC 10+# of spores+stat roll) (use the stats of the spores infecting the person) charisma save or have its body and soul and HPs consumed by the spores at this point (possibly producing more spores), turning into a Slaadi. On a success, the spores instead burst forth, killing the creature anyhow. [B]Magic Resistance[/B]: Has advantage on saves vs magic. [B]Multipart[/B]: If a Slaad fails a saving throw, it can eject a spore and have that spore fail the saving throw instead. This lowers its maximium HP by 50; if it has taken at least 50 damage, the ejected spore is dead. [B]Chaotic Motivations[/B]: In combat, the Slaadi acts chaotically. On its turn, roll 1d4 1: The Slaadi has a goal unrelated to combat. It disengages and moves away. 2: The Slaadi attacks a creature that doesn't have a Spore, and ignores creatures that do. 3: The Slaadi attacks the closest non-Slaadi. 4: The Slaadi attacks a random creature, including Slaadi, in combat with it. [B]Chaos Magic[/B]: On its turn, roll 1d12 per Spore. Select one of the rolls: 1: The Slaad may cast Invisibility as a bonus action this turn 2: The Slaad may cast Fear as an action this turn 3: The Slaad grows wings and can Fly (60' speed) this turn 4: The Slaad can cast Fireball as an action this turn 5: The Slaad can cast PlaneShift (Plane of Chaos) this turn 6-7: The Slaad can cast a Chaos Bolt as an action this turn 8-12: Nothing [B]Chaos Bolt: [/B]Attack 1d4-1 creatures (min 0). Attribute + Proficiency attack on each. Deals 1d6 force damage per spore, and the creature must make a random attribute saving throw (DC 10+# of spores+stat roll) or suffer the effects of the Bane spell. --- I tried to be less stateful. And leaned in on the body horror a bit. The CR 4 per spore is a goal, need to tweak numbers to make it work. [/QUOTE]
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