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The Explicatae Incompositae - Being A Bestairy of the Sometime Lords of Chaos
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<blockquote data-quote="Celebrim" data-source="post: 3397107" data-attributes="member: 4937"><p><strong>Slaad Cults</strong></p><p></p><p><span style="font-size: 15px">Slaad Cults</span></p><p></p><p>The slaad have little in the way of organization. They have no government. They have no family ties. They have no laws. They have no social strictures, no ethics and no mores. Generally speaking, the closest the slaad come to organization is that the strong rule over the weak within the distance of their claws. But the slaad are not all about muscle only. An equally powerful force in swaying a slaad is the force of personality. A slaad can be attracted to a charismatic leader or to an intriguing idea like a moth to a glowing light. This is not to say that they actually obey or take direction. It is difficult to compel a slaad to do anything. But they can be induced to imitate and be led by example.</p><p></p><p>The most obvious manifestation of this is the existence of the slaad cults. A slaad cult is the closest a slaad ever comes to having a society or belonging to a community. The most famous of these is the ‘Death’ or ‘Stop Cult’ to which all death slaad belong. Only slightly less famous is the Cult of the Executioners. But there are any number of lesser cults of varying membership and duration. Most of these only last a few days at the longest, and have no more than a half dozen members and disappear without leaving any trace in history. But a few gather enough adherers to become a sort of self-sustaining force, like a fire grown large enough to generate its own wind.</p><p></p><p>Each slaad cult has at its heart a particularly large or charismatic slaad which has managed to convince some of his peers that existence is just more fun if you act in the way he does. Each cult is somewhere between a youth gang, a bizarre religious sect, and a revolutionary cell. Slaad cults are marked mostly by two things. First, they spontaneously engage in what superficially appears to be bizarre religious rituals in which every member present does almost exactly the same inexplicable thing. But these are not true rituals in any ordinary sense of the word, since there is a fair chance that a particular ritual will never be repeated. In truth, these apparent rituals are more like the children’s game ‘Follow the Leader’ or ‘Simon Says’, and the actual degree of compulsion in these rituals is about comparable to the level of compulsion one child may have over another. Despite the whim like nature of these events, and often – to an outside observer – their silliness, to the participants, the completion of each ritual is the most important and meaningful thing in existence. And in fact, in most cases, the completion of the ritual is elevated in the minds of the participants to being the only meaningful thing in existence – the only thing that gives life meaning. Never mind that they may never do it again, at least for the duration of the fad, doing whatever bit of nonsense that they are doing overrides every other consideration. Slaad participating in the ritual will consider anyone that doesn’t understand this to be absolutely foolish and ignorant for not understanding why, or for not understanding if it is offered the equally nonsensical explanation that goes with the behavior.</p><p></p><p>The second thing that marks a true slaad cult is that if it lasts for any length of time, its members undergo some sort physical metamorphosis which transforms them into something else. This is a real change in form and not merely an adopted form such as from a polymorph or shapechange spell, and to the extent that a slaad can be said to have a true form, the natural form of a slaad is the form it adopted in the last cult it was a member of. Slaad that are capable of changing shape adopt this form spontaneously after favoring it for a certain random period of time (usually 1d4 days). Slaad that are not normally capable of changing shape usually undergo the metamorphosis by entering into a pupa stage which involves incasing themselves in cocoon of dried vomit and chaos stuff and becoming torpid for a period that varies according to the cult (generally 2d6 days). Such transformations may only be attempted when on the plane of Limbo. However, some long established cults possess artifacts, incantations, or other means which bring about the transformation rapidly through arcane means. In fact, the ordinary common varieties of slaad can themselves be thought of as belonging to a single large and enduring cult – the Cult of the Spawning Stone.</p><p></p><p>Although there is nothing like consistency between groups, membership into a slaad cult is generally by consent of the existing members. Generally, this is not hard to obtain, and essentially any slaad that can complete the transformation may gain acceptance. However, a slaad may truly complete a transformation only if it possesses at least as many hit dice as the final form which will adopt. This effectively limits membership in some cults to only slaad drawn from the more powerful ranks of slaad.</p><p></p><p>The 'Stop Cult' from which come the death slaad, and the 'Executioners' are more or less officially sanctioned organizations in the sense that the Slaad Lords do not actively hunt down and kill members of these cults and even appear to rely on or at least tolerate them. The same cannot be said for most cults. At least one percent of all slaad belong to dissident cults which the Slaad Lords do not tolerate. At seemingly random intervals one or more Slaad Lords will engage in a pogrom to erradicate the members of a particular cult. These are one of the few instances that Slaad Lords are known to work together. Rogue cults are therefore quite secretive, and often attempt to hide from the Lords and usually all other slaad as well. On occasion some rogues find shelter with one of the Lesser Masters willing to risk the rage of the Lords of Chaos, and some have been even known to associate with one of the more apathetic (or ambitious) Slaad Lords but these always prove temporary arrangements as no slaad of any rank long risks the wrath of such entities as Ygorl or Ssendam if they can avoid it. </p><p></p><p>Ironically, while such persecutions are generally effective at wiping out a particular cult, they seem to have exactly the opposite effect in quelling general rebellion amongst the slaad. If one cult is destroyed, it only seems to drive more of the irascible slaad into one or more new and bizarre cults.</p><p></p><p><span style="font-size: 15px">Canis Slaad</span></p><p><strong>Medium Outsider (Chaotic, Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 7d8+21 (48 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 40 ft</p><p><strong>Armor Class:</strong> 19 (+3 Dex, +6 Natural) Touch 13, Flatfooted 16</p><p><strong>Base Attack/Grapple:</strong> +7/+11</p><p><strong>Attack:</strong> Bite +11 Melee (1d8+6, 19-20/x2) or Dart +10 missile (1d4+4)</p><p><strong>Full Attack:</strong> Bite +11 Melee (1d8+6, 19-20/x2) or Dart +10/+5 missile (1d4+4)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Cackle, diseased, spell-like abilities, summon slaad</p><p><strong>Special Qualities:</strong> Darkvision (120’), fast healing 5, keen senses, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire resistance 5, scent, spell resistance 17</p><p><strong>Saves:</strong> Fort, Reflex, Will</p><p><strong>Abilities:</strong> Str 19, Dex 17, Con 17, Int 9, Wis 6, Cha 12</p><p><strong>Skills:</strong> Climb +14, Hide +13, Jump +14, Listen +16, Move Silently +13, Spot +8, Survival +8</p><p><strong>Feats:</strong> Dodge, Improved Critical (Bite), Mobility, Spring Attack, Track</p><p><strong>Environment:</strong> Ever-Changing Chaos of Limbo</p><p><strong>Organization:</strong> Solitary, Pair, Gang (3-5), Pack (6-10)</p><p><strong>Challenge Rating:</strong> 7</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always Chaotic Neutral</p><p><strong>Advancement:</strong> 7-9 (Medium), 10-14 (Large)</p><p><strong>Level Adjustment:</strong> +7</p><p></p><p>The most common of the rogue cults, the Canis Slaad believe that the other slaad just take existence far too seriously. They believe that a pure chaotic existence is one devoted entirely to living in the now and enjoying the moment. The canis slaad have a low degree of organization even for a slaad cult. There is no overall leader of the cult, nor is their any sort of ritual which binds the group together. Individuals join the cult generally by the expedient of unwillingly transforming into canis slaad.</p><p></p><p>Canis slaad are quite varied in appearance. As the name suggests, they prefer semi-humanoid dog-like forms, most often jackals, coyotes, and hyenas, but some have been known to take a form reminiscent of domestic dogs – such as wolfhounds, poodles, schnauzers, and even Chihuahuas. There fur is generally yellow or yellow-orange and is often spotted, speckled, or stripped with lighter or darker fur. Some individuals sport manes or long tassels of hair. They are among the smallest of the slaad, barely 5’ tall on average, and are quite quick and agile. They lope on either two legs or four with equal comfort. The jaws of a canis slaad are generally large and slavering, and feature wickedly sharp metallic teeth.</p><p></p><p>Canis slaadi are with few exceptions crude obscene pranksters and eager bullies of anything weaker than themselves. </p><p></p><p>While canis slaad can sometimes be found with groups of other slaad, it is more common to find them banded together in small groups for mutual protection. Each group of five or more will have a larger leader which holds the band together through bullying and force of personality. Canis slaadi’s favored class is rogue, and it’s not unusual to find a canis slaad – particularly leader types - with several levels in this class.</p><p></p><p><span style="font-size: 15px">Combat</span></p><p>Canis slaad use their exceptional mobility to control the pace and range of combat. Their favored weapon is their fearsome slavering jaws, which they use to nip and slash at foes, while deftly dodging back to avoid return attacks. At range, they throw short needle like darts with deadly accuracy and force. On Limbo these darts are often forged of chaos stuff. In some cases, these darts may be infected with cackling fever which is transmitted to the victim. It is even said that some canis slaad know the means to forge a dart which may transmit corporeal instability to whatever it strikes. Each canis slaad will carry a quiver of 3-10 darts.</p><p>Canis slaad do not engage in pitched combat if they can avoid it. One of their preferred tactics is to make ‘nip and run’ attacks in which they fight only so long as to infect their victims with cackling fever, then retreat – only to return after the disease has run its course.</p><p><strong>Spell-Like Abilities:</strong> At will – detect magic, detect thoughts (DC 13), ghost sound (DC 11), locate object. Caster level 3rd. The save DC’s are charisma based.</p><p><strong>Cackle (Sp):</strong> Once per day a canis slaad can cackle in a particularly ridiculous manner. Every creature except another canis slaad within 20’ must succeed in a DC 14 Will save or be overcome with <em>hideous laughter</em> as the spell. The save DC is charisma based.</p><p><strong>Diseased (Ex):</strong> Any creature bitten by a canis slaad must make a DC 16 Fortitude save or be infected with a particularly virulent from of cackle fever. Incubation time is only 6 hours, and saving throws must be attempted every 6 hour interval afterwards. Those drained to 0 wisdom by this disease are transformed in a fit of particularly hideous laughter lasting 2-5 rounds into canis slaad. After this transformation is complete, it can only be undone by a wish or similarly potent magic. Slaad so transformed retain their hit dice, but lose all other abilities in the transformation.</p><p><strong>Keen senses (Ex):</strong> Canis slaad have particularly keen senses. In addition to darkvision with a range of 120’ and the scent ability, canis slaad gain track as a bonus feat and have a +8 racial bonus to listen checks and a +8 bonus to survival checks when tracking something using their scent ability. Further more, canis slaad can track opponents by scent without penalty even in environments where scent would not otherwise function – such as in water, on the astral plane, or even the ever changing chaos of Limbo.</p><p><strong>Scent (Ex):</strong> Canis slaad can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source. A canis slaad can follow tracks by smell, making a Survival check to find or follow a track. </p><p><em><strong>Summon Slaad (Sp):</strong></em> Once per day a canis slaad can attempt to summon another canis slaad with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3397107, member: 4937"] [b]Slaad Cults[/b] [SIZE=4]Slaad Cults[/SIZE] The slaad have little in the way of organization. They have no government. They have no family ties. They have no laws. They have no social strictures, no ethics and no mores. Generally speaking, the closest the slaad come to organization is that the strong rule over the weak within the distance of their claws. But the slaad are not all about muscle only. An equally powerful force in swaying a slaad is the force of personality. A slaad can be attracted to a charismatic leader or to an intriguing idea like a moth to a glowing light. This is not to say that they actually obey or take direction. It is difficult to compel a slaad to do anything. But they can be induced to imitate and be led by example. The most obvious manifestation of this is the existence of the slaad cults. A slaad cult is the closest a slaad ever comes to having a society or belonging to a community. The most famous of these is the ‘Death’ or ‘Stop Cult’ to which all death slaad belong. Only slightly less famous is the Cult of the Executioners. But there are any number of lesser cults of varying membership and duration. Most of these only last a few days at the longest, and have no more than a half dozen members and disappear without leaving any trace in history. But a few gather enough adherers to become a sort of self-sustaining force, like a fire grown large enough to generate its own wind. Each slaad cult has at its heart a particularly large or charismatic slaad which has managed to convince some of his peers that existence is just more fun if you act in the way he does. Each cult is somewhere between a youth gang, a bizarre religious sect, and a revolutionary cell. Slaad cults are marked mostly by two things. First, they spontaneously engage in what superficially appears to be bizarre religious rituals in which every member present does almost exactly the same inexplicable thing. But these are not true rituals in any ordinary sense of the word, since there is a fair chance that a particular ritual will never be repeated. In truth, these apparent rituals are more like the children’s game ‘Follow the Leader’ or ‘Simon Says’, and the actual degree of compulsion in these rituals is about comparable to the level of compulsion one child may have over another. Despite the whim like nature of these events, and often – to an outside observer – their silliness, to the participants, the completion of each ritual is the most important and meaningful thing in existence. And in fact, in most cases, the completion of the ritual is elevated in the minds of the participants to being the only meaningful thing in existence – the only thing that gives life meaning. Never mind that they may never do it again, at least for the duration of the fad, doing whatever bit of nonsense that they are doing overrides every other consideration. Slaad participating in the ritual will consider anyone that doesn’t understand this to be absolutely foolish and ignorant for not understanding why, or for not understanding if it is offered the equally nonsensical explanation that goes with the behavior. The second thing that marks a true slaad cult is that if it lasts for any length of time, its members undergo some sort physical metamorphosis which transforms them into something else. This is a real change in form and not merely an adopted form such as from a polymorph or shapechange spell, and to the extent that a slaad can be said to have a true form, the natural form of a slaad is the form it adopted in the last cult it was a member of. Slaad that are capable of changing shape adopt this form spontaneously after favoring it for a certain random period of time (usually 1d4 days). Slaad that are not normally capable of changing shape usually undergo the metamorphosis by entering into a pupa stage which involves incasing themselves in cocoon of dried vomit and chaos stuff and becoming torpid for a period that varies according to the cult (generally 2d6 days). Such transformations may only be attempted when on the plane of Limbo. However, some long established cults possess artifacts, incantations, or other means which bring about the transformation rapidly through arcane means. In fact, the ordinary common varieties of slaad can themselves be thought of as belonging to a single large and enduring cult – the Cult of the Spawning Stone. Although there is nothing like consistency between groups, membership into a slaad cult is generally by consent of the existing members. Generally, this is not hard to obtain, and essentially any slaad that can complete the transformation may gain acceptance. However, a slaad may truly complete a transformation only if it possesses at least as many hit dice as the final form which will adopt. This effectively limits membership in some cults to only slaad drawn from the more powerful ranks of slaad. The 'Stop Cult' from which come the death slaad, and the 'Executioners' are more or less officially sanctioned organizations in the sense that the Slaad Lords do not actively hunt down and kill members of these cults and even appear to rely on or at least tolerate them. The same cannot be said for most cults. At least one percent of all slaad belong to dissident cults which the Slaad Lords do not tolerate. At seemingly random intervals one or more Slaad Lords will engage in a pogrom to erradicate the members of a particular cult. These are one of the few instances that Slaad Lords are known to work together. Rogue cults are therefore quite secretive, and often attempt to hide from the Lords and usually all other slaad as well. On occasion some rogues find shelter with one of the Lesser Masters willing to risk the rage of the Lords of Chaos, and some have been even known to associate with one of the more apathetic (or ambitious) Slaad Lords but these always prove temporary arrangements as no slaad of any rank long risks the wrath of such entities as Ygorl or Ssendam if they can avoid it. Ironically, while such persecutions are generally effective at wiping out a particular cult, they seem to have exactly the opposite effect in quelling general rebellion amongst the slaad. If one cult is destroyed, it only seems to drive more of the irascible slaad into one or more new and bizarre cults. [SIZE=4]Canis Slaad[/SIZE] [B]Medium Outsider (Chaotic, Extraplanar)[/B] [B]Hit Dice:[/B] 7d8+21 (48 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] 40 ft [B]Armor Class:[/B] 19 (+3 Dex, +6 Natural) Touch 13, Flatfooted 16 [B]Base Attack/Grapple:[/B] +7/+11 [B]Attack:[/B] Bite +11 Melee (1d8+6, 19-20/x2) or Dart +10 missile (1d4+4) [B]Full Attack:[/B] Bite +11 Melee (1d8+6, 19-20/x2) or Dart +10/+5 missile (1d4+4) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Cackle, diseased, spell-like abilities, summon slaad [B]Special Qualities:[/B] Darkvision (120’), fast healing 5, keen senses, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire resistance 5, scent, spell resistance 17 [B]Saves:[/B] Fort, Reflex, Will [B]Abilities:[/B] Str 19, Dex 17, Con 17, Int 9, Wis 6, Cha 12 [B]Skills:[/B] Climb +14, Hide +13, Jump +14, Listen +16, Move Silently +13, Spot +8, Survival +8 [B]Feats:[/B] Dodge, Improved Critical (Bite), Mobility, Spring Attack, Track [B]Environment:[/B] Ever-Changing Chaos of Limbo [B]Organization:[/B] Solitary, Pair, Gang (3-5), Pack (6-10) [B]Challenge Rating:[/B] 7 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always Chaotic Neutral [B]Advancement:[/B] 7-9 (Medium), 10-14 (Large) [B]Level Adjustment:[/B] +7 The most common of the rogue cults, the Canis Slaad believe that the other slaad just take existence far too seriously. They believe that a pure chaotic existence is one devoted entirely to living in the now and enjoying the moment. The canis slaad have a low degree of organization even for a slaad cult. There is no overall leader of the cult, nor is their any sort of ritual which binds the group together. Individuals join the cult generally by the expedient of unwillingly transforming into canis slaad. Canis slaad are quite varied in appearance. As the name suggests, they prefer semi-humanoid dog-like forms, most often jackals, coyotes, and hyenas, but some have been known to take a form reminiscent of domestic dogs – such as wolfhounds, poodles, schnauzers, and even Chihuahuas. There fur is generally yellow or yellow-orange and is often spotted, speckled, or stripped with lighter or darker fur. Some individuals sport manes or long tassels of hair. They are among the smallest of the slaad, barely 5’ tall on average, and are quite quick and agile. They lope on either two legs or four with equal comfort. The jaws of a canis slaad are generally large and slavering, and feature wickedly sharp metallic teeth. Canis slaadi are with few exceptions crude obscene pranksters and eager bullies of anything weaker than themselves. While canis slaad can sometimes be found with groups of other slaad, it is more common to find them banded together in small groups for mutual protection. Each group of five or more will have a larger leader which holds the band together through bullying and force of personality. Canis slaadi’s favored class is rogue, and it’s not unusual to find a canis slaad – particularly leader types - with several levels in this class. [SIZE=4]Combat[/SIZE] Canis slaad use their exceptional mobility to control the pace and range of combat. Their favored weapon is their fearsome slavering jaws, which they use to nip and slash at foes, while deftly dodging back to avoid return attacks. At range, they throw short needle like darts with deadly accuracy and force. On Limbo these darts are often forged of chaos stuff. In some cases, these darts may be infected with cackling fever which is transmitted to the victim. It is even said that some canis slaad know the means to forge a dart which may transmit corporeal instability to whatever it strikes. Each canis slaad will carry a quiver of 3-10 darts. Canis slaad do not engage in pitched combat if they can avoid it. One of their preferred tactics is to make ‘nip and run’ attacks in which they fight only so long as to infect their victims with cackling fever, then retreat – only to return after the disease has run its course. [B]Spell-Like Abilities:[/B] At will – detect magic, detect thoughts (DC 13), ghost sound (DC 11), locate object. Caster level 3rd. The save DC’s are charisma based. [B]Cackle (Sp):[/B] Once per day a canis slaad can cackle in a particularly ridiculous manner. Every creature except another canis slaad within 20’ must succeed in a DC 14 Will save or be overcome with [I]hideous laughter[/I] as the spell. The save DC is charisma based. [B]Diseased (Ex):[/B] Any creature bitten by a canis slaad must make a DC 16 Fortitude save or be infected with a particularly virulent from of cackle fever. Incubation time is only 6 hours, and saving throws must be attempted every 6 hour interval afterwards. Those drained to 0 wisdom by this disease are transformed in a fit of particularly hideous laughter lasting 2-5 rounds into canis slaad. After this transformation is complete, it can only be undone by a wish or similarly potent magic. Slaad so transformed retain their hit dice, but lose all other abilities in the transformation. [B]Keen senses (Ex):[/B] Canis slaad have particularly keen senses. In addition to darkvision with a range of 120’ and the scent ability, canis slaad gain track as a bonus feat and have a +8 racial bonus to listen checks and a +8 bonus to survival checks when tracking something using their scent ability. Further more, canis slaad can track opponents by scent without penalty even in environments where scent would not otherwise function – such as in water, on the astral plane, or even the ever changing chaos of Limbo. [B]Scent (Ex):[/B] Canis slaad can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source. A canis slaad can follow tracks by smell, making a Survival check to find or follow a track. [I][B]Summon Slaad (Sp):[/B][/I] Once per day a canis slaad can attempt to summon another canis slaad with a 30% chance of success. This ability is the equivalent of a 3rd-level spell. [/QUOTE]
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