Red SlaadHP:D8
Level Bab Fort Ref Will Feature
1 + 1 +2 +0 + 0 Body of chaos, Frog Roullete +1 Str
2 + 2 +3 +0 + 0 Slaad, +1 Con
3 + 3 +3 +1 + 1 Pounce, Implant, +1 Str
4 + 4 +4 +1 + 1 Fast Healing, Simple Prank, +1 Con
5 + 5 +4 +1 + 1 Chaotic Charge, Stunning Croak, +1 Con
6 + 6 +5 +2 + 2 Growth, +1 Str, +1 Con
7 + 7 +5 +2 + 2 Catastrophic disaster, , Summon Slaad, +1 Str, +1 Con
Skills:4+int modifier per level, quadruple at first level. Class skills are jump, ride, swim, climb, bluff, spot, listen, move silently, hide, tumble.
Proficiencies:Simple weapons, its own natural weapons
Features:Body of Chaos:loses all other racial bonus and gains outsider traits (basically dark vision 60 feet). It's a medium sized outsider with base speed 30 feet, two claws attacks dealing 1d3+1/2 Str each and and a bite attack dealing 2d6+Str.
In addition, it gains a Nat Armor bonus equal to his Con modifier. It increases by an extra 1 when it grows to large size.
Frog Roullete:As an immediate action, the Slaad can re-roll any 1d20 roll it just made before knowing the results, but takes a -2 penalty on the roll and must accept the result even if worst. Every subsequent time you use this ability on the next 24 hours, the penalty on the second roll increases by an extra -1.
Ability increase:The red slaad gains a permanent +1 to Str at levels 1, 3, 5, 6, 7 and +1 to Con at levels 2, 4, 5, 6, 7, for a total of +5 Str and +5 Con at 7th level.
Slaad:Gains chaotic subtype, and any weapons it wields, including natural weapons, count as chaotic aligned for bypassing DR. It also gains resistance to sonic damage equal to his own HD and resistance to fire, cold, acid and electricity equal to half his own HD.
In addition, the slaad is immune to harmful effects of Limbo, expect of source any random encounters.
Pounce (Ex):At 3rd level if the red slaad charges, it can make a full attack in the same round.
Implant: At 3rd level, a number of times per day equal to its HD, if the red slaad hits with a claw attack it can inject an egg pellet into the opponent's body as a free action. The affected creature must succeed on a DC 10+1/2 HD+Con mod Fort save to avoid implantation. An unconscious or otherwise helpless creature gets no saving throw. Unless destroyed by a Remove Disease spell or a Heal Check with DC 10+HD+Con mod, in one week the egg hatches into a blue slaad that bursts out from the inside the victim, destroying it. Treat it as if the victim had lost all its other HD and class/racial abilities and taken a number of Blue Slaad levels equal to its previous HD, up to 8. It however has no memories or personality of the victim, and is unfriendly towards the Red Slaad that spawned it. Failed heal checks to try to remove the egg pellet deal damage to the victim equal to the Red Slaad's HD.
If the infected has levels in an arcane spellcasting class, it instead gains levels of the Green Slaad class, to a maximum of nine.
Fast healing:At 4th level the red slaad gains fast healing equal to half it's own HD.
Simple Prank:At 4th level as a swift action roll a 1d8. You can perform the following action without provoking attacks of opportunity on an enemy within your reach.
1-Feint, you don't take penalties for trying to affect creatures different from you, even those of animal intelligence.
2-Trip, your enemy doesn't gain benefits from multiple legs.
3-Disarm, the item falls in one of your hands if it isn't holding anything if successful.
4-Sunder, you may choose to just make the item slightly broken, repairable with 1 minute of work.
5-Bullrush, your enemy doesn't gain bonus from being bigger than you.
6-Grapple, if you have 8 HD or more it ignores freedom of movement.
7-Pick one result of your choice. Lucky!
8-You just make a fool of yourself, nothing practical happens.
Chaotic Charge: At 5th level the red slaad doesn't need to charge into a straight line. He can turn and change direction as many times as he wants as long as he doesn't move more than double his base speed.
Stunning croak:At 5th level once per day for every 2HD the red slaad has, as a standard action, it can unleash a screech that stuns all non-slaad creatures within 5 feet for every 2 HD for 1d3 turns. Fort Save 10+1/2HD+Con mod to resist. At 10HD this ignores immunity to stunning, but such opponents gain a +5 bonus on their saves. At 8 HD, 12 HD, 16 HD and 20 HD the stun duration increases to 1d6, 1d8, 1d10 and 1d12 respectively.
Growth: At 6th level the red slaad increases one size category.
Catastrophic disaster:What can go wrong? When around a Red Slaad, pretty much anything. At 7th level once per round, when an enemy threatened by the Slaad performs an action, the Slaad may choose to use this ability without need of any action. Roll a 1d100. If the result is smaller or equal than that creature's HD, the action automatically fails and the Red Slaad gains a standard action to do as it pleases, but if used to attack it can only have the creature whose action just failed as a target.
Summon Slaad:At 7th level, the Red Slaad is capable of summoning others of its kind to aid it in combat. 1/day, as a full round action, it can summon a Red Slaad, as the Monster Manual entry. This slaad remains for 1 minute per HD, then disappears. It cannot use its own summoning abilities while summoned.
For each 4 HD gained past 7th level(11th, 15th, 19th), the Red Slaad gains an additional use of Summon Slaad per day.
Comments
The first of the slaads. Basically a giant pouncing frog. The slaad is clearly a frontline fighter. Full BAB and extra str and con help him fulfill that roll. 4 skill points so it can have some tricks(notice the tumble in the skill list), but only one good save. It has fast healing and several resistances to keep it going tough. Implantation may eventually be powerful if used creatively. Also increased the number of croaks per day, since 1/day only isn't very nice.
12/07/2012-And now with more chaotic abilities and summoning! If you want to play a scarlet giant frog, the red slaad's for you!