I'll be needing these guys soon...
Advanced GRAY SLAAD (stat boosts Dex and Con)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 16d8+128 (200 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 25 (-1 size, +3 Dex, +13 natural), touch 12, flat-footed 22
Base Attack/Grapple: +16/+28
Attack: Claw +24 melee (2d6+8)
Full Attack: 2 claws +24 melee (2d6+8) and bite +21 melee (3d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon slaad
Special Qualities: Change shape, damage reduction 10/lawful, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +18, Ref +13, Will +12
Abilities: Str 27, Dex 16, Con 26, Int 14, Wis 14, Cha 14
Skills: Climb +27 [19], Concentration +24 [16], Hide +18 [19], Jump +27 [19], Knowledge (arcana) +21 [19], Listen +21 [19], Move Silently +22 [19], Search +21 [19], Spellcraft +23 [19], Spot +21 [19], Survival +5 (+7 following tracks) [3]
Feats: Multiattack, Improved Initiative, Weapon Focus (claw), item creation feat (any one), Combat Reflexes, Large and In Charge
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or pair
Challenge Rating: 14
Treasure: Double standard
Alignment: Usually chaotic neutral
Advancement: 11–15 HD (Medium); 16–30 HD (Large)
Level Adjustment: +6
Lean and quick-looking, this humanoid resembles a two-legged frog. Its skin is a dappled gray color, and its fingers are long and clawed. It stands as tall as a human.
A green slaad that survives for more than a century retreats into isolation for at least a year. It returns as a smaller, leaner gray slaad and devotes most of its time and attention to magical study. Gray slaadi enjoy crafting magic items to further their own power.
Combat
Gray slaadi prefer to fight from a distance, using their spell-like abilities, although they don’t shy away from melee.
Spell-Like Abilities: At will—chaos hammer (DC 16), deeper darkness, detect magic, identify, invisibility, lightning bolt (DC 15), magic circle against law, see invisibility, shatter (DC 14); 3/day—animate objects, dispel law (DC 17), fly; 1/day—power word stun. Caster level 10th. The save DCs are Charisma-based.
Change Shape (Su): A gray slaad can assume any humanoid form as a standard action. In humanoid form, a gray slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A gray 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.
Summon Slaad (Sp): Twice per day a gray slaad can attempt to summon 1–2 red slaadi or 1 blue slaad with a 60% chance of success, or 1 green slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell.
Large and In Charge: When you make a successful attack of opportunity against an opponent that is moving inside your threatened area, you can force the opponent back to the 5-foot space it was in before it provoked the attack of opportunity. After you hit with your attack of opportunity, make an opposed Strength check against your opponent. You gain a +4 bonus for each size category larger than your opponent you are, and an additional +1 bonus for every 5 points of damage you dealt with your attack of opportunity. If you win the opposed check, your opponent is pushed back 5 feet into the space it just left. An opponent you push cannot move any farther in this round. [vs Med: +12 +1/5 dmg] [vs Large: +8 +1/5 dmg]
Increase the Gray Slaad by 6 HD, to Large size: +6 HD, +6 BAB, +3 to all saves, 60 skill points (+6 to all but survival), 2 Ability Score Increases, 2 feats.
Large size: +8 Str, -2 Dex, +4 Con, +2 Nat Arm, -1 Attack/AC, +4 Grapple/-4 Hide; damage dice increase
+4 CR
Advanced DEATH SLAAD (Ability Score Increase to Dex, Con)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 23d8+184 (287 hp)
Initiative: +10
Speed: 30 ft. (6 squares)
Armor Class: 29 (-1 size, +6 Dex, +14 natural), touch 15, flat-footed 23
Base Attack/Grapple: +23/+36
Attack: Hammer of Thunderbolts +34 (4d6+13), or Claw +31 melee (4d6+9 plus stun)
Full Attack: Hammer of Thunderbolts +34/+29/+24/+19 (4d6+9), and claw +29 melee (4d6+9 plus stun) and bite +29 melee (4d8+4); or
2 Claws +31 melee (4d6+9 plus stun) and bite +29 melee (4d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Stun, spell-like abilities, summon slaad
Special Qualities: Change shape, damage reduction 10/lawful, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5, telepathy 100 ft.
Saves: Fort +21 (+4 vs poison), Ref +19, Will +17 (+1 against spells and effects from good creatures)
Abilities: Str 29, Dex 22, Con 26, Int 18, Wis 18, Cha 18
Skills: Climb +34 [25], Concentration +30 [22], Escape Artist +31 [25], Hide +27 [25], Intimidate +29 [25], Jump +34 [25], Knowledge (any two) +29 [25, 25], Listen +29 [25], Move Silently +31 [25], Search +29 [25], Spot +29 [25], Survival +19 (+21 when tracking) [15], Use Rope +6 (+8 with bindings) [0 ]
Feats: Cleave, Combat Reflexes, Fiendish Heritage, Fiendish Legacy, Improved Initiative, Multiattack, Power Attack, Robilar's Gambit
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or pair
Challenge Rating: 18
Treasure: Double standard
Alignment: Usually chaotic neutral, sometimes chaotic evil
Advancement: 16–22 HD (Medium); 23–45 HD (Large)
Level Adjustment: —
Lean and quick-looking, this humanoid resembles a two-legged frog. Its skin is a dappled gray color, and its fingers are long and clawed. It stands as tall as a human.
Death slaadi are grays that undergo some mysterious ritual that transforms them into veritable killing machines. Although they have spell-like abilities like gray slaadi, death slaadi focus more on killing than on magical power. They look exactly like gray slaadi.
All slaadi obey the command of a death slaad, out of fear more than anything else. Death slaadi represent a corruption of pure chaos by evil rather than true exemplars of it.
Combat
Although its prowess with its natural weapons is fearsome, a death slaad enjoys wielding a magic weapon if available.
Stun (Ex): Three times per day, a death slaad can attempt to stun its opponent on an attack with one of its natural weapons. If the opponent fails a DC 25 Fortitude save, it is stunned for 1 round in addition to taking normal damage from the attack. The save DC is Wisdom-based.
Spell-Like Abilities: At will—animate objects, chaos hammer (DC 18), deeper darkness, detect magic, dispel law (DC 19), fear (DC 18), finger of death (DC 21), fireball (DC 17), fly, identify, invisibility, magic circle against law, see invisibility, shatter (DC 16); 3/day—circle of death (DC 20), cloak of chaos (DC 22), word of chaos (DC 21); 1/day—implosion (DC 23), power word blind. Caster level 15th. The save DCs are Charisma-based.; 1/day - teleport (self plus 50 pounds of objects only), summon monster V (fiendish creatures only), and unholy blight. Caster Level 23rd.
Change Shape (Su): A death slaad can assume any humanoid form as a standard action. In humanoid form, a death slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A death 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.
Summon Slaad (Sp): Twice per day a death slaad can attempt to summon 1–2 red or blue slaadi with a 60% chance of success, or 1–2 green slaadi with a 40% chance of success. This ability is the equivalent of a 6th-level spell.
Hammer of Thunderbolts
This +3 Large returning warhammer deals 4d6 points of damage on any hit. Further, if the wielder wears a belt of giant strength and gauntlets of ogre power and he knows that the hammer is a hammer of thunderbolts (not just a +3 warhammer), the weapon can be used to full effect: It gains a total +5 enhancement bonus, allows all belt and gauntlet bonuses to stack (only when using this weapon), and strikes dead any giant upon whom it scores a hit (Fortitude DC 20 negates the death effect but not the damage).
When hurled, on a successful attack the hammer emits a great noise, like a clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (Fortitude DC 15 negates). The hammer’s range increment is 30 feet.
Increase the Death Slaad by 8 HD, to Large Size, +8 HD, +8 BAB, +4 to all saves, 96 skill points (+7 to all but Use Rope, 5 extra put into Concentration), 2 Ability Score Increases, 2 feats.
Large Size: +8 Str, -2 Dex, +4 Con, +2 Nat Arm, -1 Attack/AC, +4 Grapple/-4 Hide; damage dice increase
+5 CR
Red Slaad (average, advanced to 10 HD, and advanced plus fighter)
RED SLAAD
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 7d8+21 (52 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +7/+16
Attack: Bite +11 melee (2d8+5)
Full Attack: Bite +11 melee (2d8+5) and 2 claws +9 melee (1d4+2 plus implant)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pounce, implant, stunning croak, summon slaad
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 21, Dex 15, Con 17, Int 6, Wis 6, Cha 8
Skills: Climb +15, Hide +8, Jump +15, Listen +8, Move Silently +12, Spot +8
Feats: Dodge, Mobility, Multiattack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, gang (3–5), or pack (6–10)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: +6
This creature looks like a roughly humanoid, red-skinned toad with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. The hands and the digits on them are particularly large. A human would stand only about as high as the creature’s shoulders.
Weakest of the slaadi, the reds wander about individually, often establishing secret lairs on other planes. Most seek to escape from the other more powerful and sometimes cruel slaadi.
A red slaad is about 8 feet tall and weighs about 650 pounds. As its name suggests, a red slaad is mostly red, darker along the back and paler around the belly.
Red slaadi are found in groups only when working for some greater power that somehow has mastered them. Even then, they don’t coordinate actions well.
Combat
Red slaadi usually attack only when hungry or riled. Once aroused, however, a red slaad fights to the death.
Pounce (Ex): If a red slaad charges, it can make a full attack in the same round.
Implant (Ex): A red slaad that hits with a claw attack can inject an egg pellet into the opponent’s body. The affected creature must succeed on a DC 16 Fortitude save to avoid implantation. The save DC is Constitution-based.
Often the slaad implants an unconscious or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a blue slaad that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (–10 to all ability scores, to a minimum of 1). A remove disease spell rids a victim of the pellet, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
If the host is an arcane spellcaster, the egg pellet instead hatches into a green slaad.
Stunning Croak (Su): Once per day a red slaad can emit a loud croak. Every creature (except slaadi) within 20 feet must succeed on a DC 16 Fortitude save or be stunned for 1d3 rounds. The save DC is Constitution-based.
Summon Slaad (Sp): Once per day a red slaad can attempt to summon another red slaad with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
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+3 outsider HD
+3 BAB, +2 all saves
Increase each skill by 3
+1 to one ability... Str, Dex, or Con?
+1 Feat... Combat Reflexes?
Advanced RED SLAAD
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 10d8+30 (75 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +10/+20
Attack: Bite +15 melee (2d8+6)
Full Attack: Bite +15 melee (2d8+6) and 2 claws +13 melee (1d4+3 plus implant)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pounce, implant, stunning croak, summon slaad
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +10, Ref +9, Will +5
Abilities: Str 22, Dex 15, Con 17, Int 6, Wis 6, Cha 8
Skills: Climb +19, Hide +11, Jump +19, Listen +11, Move Silently +15, Spot +11
Feats: Dodge, Mobility, Multiattack, Combat Reflexes
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, gang (3–5), or pack (6–10)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: +6
This creature looks like a roughly humanoid, red-skinned toad with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. The hands and the digits on them are particularly large. A human would stand only about as high as the creature’s shoulders.
Weakest of the slaadi, the reds wander about individually, often establishing secret lairs on other planes. Most seek to escape from the other more powerful and sometimes cruel slaadi.
A red slaad is about 8 feet tall and weighs about 650 pounds. As its name suggests, a red slaad is mostly red, darker along the back and paler around the belly.
Red slaadi are found in groups only when working for some greater power that somehow has mastered them. Even then, they don’t coordinate actions well.
Combat
Red slaadi usually attack only when hungry or riled. Once aroused, however, a red slaad fights to the death.
Pounce (Ex): If a red slaad charges, it can make a full attack in the same round.
Implant (Ex): A red slaad that hits with a claw attack can inject an egg pellet into the opponent’s body. The affected creature must succeed on a DC 18 Fortitude save to avoid implantation. The save DC is Constitution-based.
Often the slaad implants an unconscious or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a blue slaad that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (–10 to all ability scores, to a minimum of 1). A remove disease spell rids a victim of the pellet, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
If the host is an arcane spellcaster, the egg pellet instead hatches into a green slaad.
Stunning Croak (Su): Once per day a red slaad can emit a loud croak. Every creature (except slaadi) within 20 feet must succeed on a DC 18 Fortitude save or be stunned for 1d3 rounds. The save DC is Constitution-based.
Summon Slaad (Sp): Once per day a red slaad can attempt to summon another red slaad with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
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+2d10 HD
+2 BAB
+3 Fort save
+2 skill points (Climb, Jump)
+2 Fighter feats (Hold the Line, Robilar's Gambit)
+1 HD feat (Large and In Charge)
+1 ability increase ... Dex or Con...? - Con
RED SLAAD Fighter 2 (average stats)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 10d8+2d10+48 (104 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +12/+22
Attack: Bite +17 melee (2d8+6)
Full Attack: Bite +17 melee (2d8+6) and 2 claws +15 melee (1d4+3 plus implant)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pounce, implant, stunning croak, summon slaad
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +14, Ref +9, Will +5
Abilities: Str 22, Dex 15, Con 18, Int 6, Wis 6, Cha 8
Skills: Climb +20, Hide +11, Jump +20, Listen +11, Move Silently +15, Spot +11
Feats: Dodge, Mobility, Multiattack, Combat Reflexes, Hold the Line, Large and In Charge, Robilar's Gambit
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, gang (3–5), or pack (6–10)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: +6
This creature looks like a roughly humanoid, red-skinned toad with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. The hands and the digits on them are particularly large. A human would stand only about as high as the creature’s shoulders.
Weakest of the slaadi, the reds wander about individually, often establishing secret lairs on other planes. Most seek to escape from the other more powerful and sometimes cruel slaadi.
A red slaad is about 8 feet tall and weighs about 650 pounds. As its name suggests, a red slaad is mostly red, darker along the back and paler around the belly.
Red slaadi are found in groups only when working for some greater power that somehow has mastered them. Even then, they don’t coordinate actions well.
Combat
Red slaadi usually attack only when hungry or riled. Once aroused, however, a red slaad fights to the death.
Pounce (Ex): If a red slaad charges, it can make a full attack in the same round.
Implant (Ex): A red slaad that hits with a claw attack can inject an egg pellet into the opponent’s body. The affected creature must succeed on a DC 19 Fortitude save to avoid implantation. The save DC is Constitution-based.
Often the slaad implants an unconscious or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a blue slaad that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (–10 to all ability scores, to a minimum of 1). A remove disease spell rids a victim of the pellet, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
If the host is an arcane spellcaster, the egg pellet instead hatches into a green slaad.
Stunning Croak (Su): Once per day a red slaad can emit a loud croak. Every creature (except slaadi) within 20 feet must succeed on a DC 19 Fortitude save or be stunned for 1d3 rounds. The save DC is Constitution-based.
Summon Slaad (Sp): Once per day a red slaad can attempt to summon another red slaad with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
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36 point buy
Str 16 (10) - 26 -> 28
Dex 14 (6) - 18
Con 16 (10) - 22
Int 12 (4) - 8
Wis 14 (6) - 10
Cha 8 (0) - 6
Both stat boosts to Str
RED SLAAD Fighter 2 (36 point buy)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 10d8+2d10+72 (128 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 21 (–1 size, +4 Dex, +8 natural), touch 13, flat-footed 17
Base Attack/Grapple: +12/+25
Attack: Bite +20 melee (2d8+8)
Full Attack: Bite +20 melee (2d8+8) and 2 claws +18 melee (1d4+4 plus implant)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pounce, implant, stunning croak, summon slaad
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +16, Ref +11, Will +7
Abilities: Str 28, Dex 18, Con 22, Int 8, Wis 10, Cha 6
Skills: Balance +9, Climb +23, Hide +13, Jump +23, Listen +13, Move Silently +17, Spot +13, Tumble +7(.5)
Feats: Dodge, Mobility, Multiattack, Combat Reflexes, Hold the Line, Large and In Charge, Robilar's Gambit
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, gang (3–5), or pack (6–10)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: +6
This creature looks like a roughly humanoid, red-skinned toad with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. The hands and the digits on them are particularly large. A human would stand only about as high as the creature’s shoulders.
Weakest of the slaadi, the reds wander about individually, often establishing secret lairs on other planes. Most seek to escape from the other more powerful and sometimes cruel slaadi.
A red slaad is about 8 feet tall and weighs about 650 pounds. As its name suggests, a red slaad is mostly red, darker along the back and paler around the belly.
Red slaadi are found in groups only when working for some greater power that somehow has mastered them. Even then, they don’t coordinate actions well.
Combat
Red slaadi usually attack only when hungry or riled. Once aroused, however, a red slaad fights to the death.
Pounce (Ex): If a red slaad charges, it can make a full attack in the same round.
Implant (Ex): A red slaad that hits with a claw attack can inject an egg pellet into the opponent’s body. The affected creature must succeed on a DC 21 Fortitude save to avoid implantation. The save DC is Constitution-based.
Often the slaad implants an unconscious or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a blue slaad that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (–10 to all ability scores, to a minimum of 1). A remove disease spell rids a victim of the pellet, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
If the host is an arcane spellcaster, the egg pellet instead hatches into a green slaad.
Stunning Croak (Su): Once per day a red slaad can emit a loud croak. Every creature (except slaadi) within 20 feet must succeed on a DC 21 Fortitude save or be stunned for 1d3 rounds. The save DC is Constitution-based.
Summon Slaad (Sp): Once per day a red slaad can attempt to summon another red slaad with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
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RED SLAAD Fighter 2 (average stats with equipment)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 10d8+2d10+48 (104 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 23 (–1 size, +2 Dex, +4 chain shirt, +8 natural), touch 11, flat-footed 21
Base Attack/Grapple: +12/+22
Attack: Bite +17 melee (2d8+6) or Battleaxe +17 (2d6+9)
Full Attack: Bite +17 melee (2d8+6) and 2 claws +15 melee (1d4+3 plus implant), or
Battleaxe +17/+12/+7 (2d6+6) and Bite +15 melee (2d8+3) and Claw +15 melee (1d4+3 plus implant)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pounce, implant, stunning croak, summon slaad
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +14, Ref +9, Will +5
Abilities: Str 22, Dex 15, Con 18, Int 6, Wis 6, Cha 8
Skills: Climb +18, Hide +9, Jump +18, Listen +11, Move Silently +13, Spot +11
Feats: Dodge, Mobility, Multiattack, Combat Reflexes, Hold the Line, Large and In Charge, Robilar's Gambit
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, gang (3–5), or pack (6–10)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: +6
This creature looks like a roughly humanoid, red-skinned toad with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. The hands and the digits on them are particularly large. A human would stand only about as high as the creature’s shoulders.
Weakest of the slaadi, the reds wander about individually, often establishing secret lairs on other planes. Most seek to escape from the other more powerful and sometimes cruel slaadi.
A red slaad is about 8 feet tall and weighs about 650 pounds. As its name suggests, a red slaad is mostly red, darker along the back and paler around the belly.
Red slaadi are found in groups only when working for some greater power that somehow has mastered them. Even then, they don’t coordinate actions well.
Combat
Red slaadi usually attack only when hungry or riled. Once aroused, however, a red slaad fights to the death.
Pounce (Ex): If a red slaad charges, it can make a full attack in the same round.
Implant (Ex): A red slaad that hits with a claw attack can inject an egg pellet into the opponent’s body. The affected creature must succeed on a DC 19 Fortitude save to avoid implantation. The save DC is Constitution-based.
Often the slaad implants an unconscious or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a blue slaad that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (–10 to all ability scores, to a minimum of 1). A remove disease spell rids a victim of the pellet, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
If the host is an arcane spellcaster, the egg pellet instead hatches into a green slaad.
Stunning Croak (Su): Once per day a red slaad can emit a loud croak. Every creature (except slaadi) within 20 feet must succeed on a DC 19 Fortitude save or be stunned for 1d3 rounds. The save DC is Constitution-based.
Summon Slaad (Sp): Once per day a red slaad can attempt to summon another red slaad with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
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RED SLAAD Fighter 2 (36 point buy with equipment)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 10d8+2d10+72 (128 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 25 (–1 size, +4 Dex, +4 chain shirt, +8 natural), touch 13, flat-footed 21
Base Attack/Grapple: +12/+25
Attack: Bite +20 melee (2d8+8) or Battleaxe +20 melee (2d6+12)
Full Attack: Bite +20 melee (2d8+8) and 2 claws +18 melee (1d4+4 plus implant), or
Battleaxe +20/+15/+10 (2d6+8) and Bite +18 melee (2d8+4) and Claw +18 melee (1d4+4 plus implant)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pounce, implant, stunning croak, summon slaad
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +16, Ref +11, Will +7
Abilities: Str 28, Dex 18, Con 22, Int 8, Wis 10, Cha 6
Skills: Balance +9, Climb +23, Hide +13, Jump +23, Listen +13, Move Silently +17, Spot +13, Tumble +7(.5)
Feats: Dodge, Mobility, Multiattack, Combat Reflexes, Hold the Line, Large and In Charge, Robilar's Gambit
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, gang (3–5), or pack (6–10)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: +6
This creature looks like a roughly humanoid, red-skinned toad with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. The hands and the digits on them are particularly large. A human would stand only about as high as the creature’s shoulders.
Weakest of the slaadi, the reds wander about individually, often establishing secret lairs on other planes. Most seek to escape from the other more powerful and sometimes cruel slaadi.
A red slaad is about 8 feet tall and weighs about 650 pounds. As its name suggests, a red slaad is mostly red, darker along the back and paler around the belly.
Red slaadi are found in groups only when working for some greater power that somehow has mastered them. Even then, they don’t coordinate actions well.
Combat
Red slaadi usually attack only when hungry or riled. Once aroused, however, a red slaad fights to the death.
Pounce (Ex): If a red slaad charges, it can make a full attack in the same round.
Implant (Ex): A red slaad that hits with a claw attack can inject an egg pellet into the opponent’s body. The affected creature must succeed on a DC 21 Fortitude save to avoid implantation. The save DC is Constitution-based.
Often the slaad implants an unconscious or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a blue slaad that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (–10 to all ability scores, to a minimum of 1). A remove disease spell rids a victim of the pellet, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
If the host is an arcane spellcaster, the egg pellet instead hatches into a green slaad.
Stunning Croak (Su): Once per day a red slaad can emit a loud croak. Every creature (except slaadi) within 20 feet must succeed on a DC 21 Fortitude save or be stunned for 1d3 rounds. The save DC is Constitution-based.
Summon Slaad (Sp): Once per day a red slaad can attempt to summon another red slaad with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
Blue Slaad (average, advanced 12 HD)
BLUE SLAAD
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 8d8+32 (68 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 20 (–1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +8/+18
Attack: Claw +13 melee (2d6+6)
Full Attack: 4 claws +13 melee (2d6+6) and bite +11 melee (2d8+3 plus disease)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, slaad fever, summon slaad
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +10, Ref +8, Will +4
Abilities: Str 23, Dex 15, Con 19, Int 6, Wis 6, Cha 10
Skills: Climb +17, Hide +9, Jump +17, Listen +9, Move Silently +13, Spot +9
Feats: Dodge, Mobility, Multiattack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, gang (3–5), or pack (6–10)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: +6
This hulking creature looks like a strapping blue-skinned humanoid toad, as big as an ogre, with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. It has wicked-looking, bony hooks on the backs of its hands.
Blue slaadi gather to wage horrific battles against other societies and their own. They are bullies that value only strength and power.
A blue slaad is about 10 feet tall and very broad. It weighs about 1,000 pounds. As its name suggests, a blue slaad is mostly blue, darker along the back and paler around the belly.
Blue slaadi are most often found in groups and work well together—at least, better than red slaadi.
Combat
Blue slaadi are quick to anger, and inclined to attack most other creatures on sight to prove their strength. The bone hooks on the backs of its hands give a blue slaad four claw attacks each round when it makes a full attack.
Spell-Like Abilities: At will—hold person (DC 13), passwall, telekinesis (DC 15); 1/day—chaos hammer (DC 14). Caster level 8th. The save DCs are Charisma-based.
Slaad Fever (Su): Supernatural disease—bite, Fortitude DC 18, incubation period 1 day, damage 1d3 Dex and 1d3 Cha. The save DC is Constitution-based.
An afflicted humanoid reduced to Charisma 0 by slaad fever immediately transforms into a red slaad. It retains none of the features, traits, memories, or abilities of its former self, and is a normal red slaad in all respects.
If the infected being is an arcane spellcaster, the disease instead produces a green slaad.
S u m m o n Slaad (Sp): Once per day a blue slaad can attempt to summon another blue slaad with a 40% chance of success. This ability is the equivalent of a 4th-level spell.
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+4 Outsider HD
+4 BAB
+2 to all saves
Increase each skill by 4
+1 to one ability (Str, Dex, or Con?)
+2 feats (?, ?)
Advanced BLUE SLAAD
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 12d8+48 (102 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 20 (–1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +12/+23
Attack: Claw +18 melee (2d6+7)
Full Attack: 4 claws +18 melee (2d6+7) and bite +16 melee (2d8+3 plus disease)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, slaad fever, summon slaad
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +12, Ref +10, Will +6
Abilities: Str 24, Dex 15, Con 19, Int 6, Wis 6, Cha 10
Skills: Climb +22, Hide +13, Jump +22, Listen +13, Move Silently +17, Spot +13
Feats: Dodge, Mobility, Multiattack, 9, 12
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, gang (3–5), or pack (6–10)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: +6
This hulking creature looks like a strapping blue-skinned humanoid toad, as big as an ogre, with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. It has wicked-looking, bony hooks on the backs of its hands.
Blue slaadi gather to wage horrific battles against other societies and their own. They are bullies that value only strength and power.
A blue slaad is about 10 feet tall and very broad. It weighs about 1,000 pounds. As its name suggests, a blue slaad is mostly blue, darker along the back and paler around the belly.
Blue slaadi are most often found in groups and work well together—at least, better than red slaadi.
Combat
Blue slaadi are quick to anger, and inclined to attack most other creatures on sight to prove their strength. The bone hooks on the backs of its hands give a blue slaad four claw attacks each round when it makes a full attack.
Spell-Like Abilities: At will—hold person (DC 13), passwall, telekinesis (DC 15); 1/day—chaos hammer (DC 14). Caster level 8th. The save DCs are Charisma-based.
Slaad Fever (Su): Supernatural disease—bite, Fortitude DC 20, incubation period 1 day, damage 1d3 Dex and 1d3 Cha. The save DC is Constitution-based.
An afflicted humanoid reduced to Charisma 0 by slaad fever immediately transforms into a red slaad. It retains none of the features, traits, memories, or abilities of its former self, and is a normal red slaad in all respects.
If the infected being is an arcane spellcaster, the disease instead produces a green slaad.
S u m m o n Slaad (Sp): Once per day a blue slaad can attempt to summon another blue slaad with a 40% chance of success. This ability is the equivalent of a 4th-level spell.
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36 point buy
Str 16 (10) - 28 -> 29 +2
Dex 14 (6) - 18 +2
Con 16 (10) - 24 +3
Int 12 (4) - 8 +1 (+15 CC skill points)
Wis 14 (6) - 10 +2
Cha 8 (0) - 8 -1
One stat boosts to Str
Advanced BLUE SLAAD Fighter 2 (36 point buy)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 12d8+2d10+98 (163 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 22 (–1 size, +4 Dex, +9 natural), touch 13, flat-footed 18
Base Attack/Grapple: +14/+27
Attack: Claw +22 melee (2d6+9)
Full Attack: 4 claws +22 melee (2d6+9) and bite +20 melee (2d8+4 plus disease)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, slaad fever, summon slaad
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +18, Ref +12, Will +8
Abilities: Str 29, Dex 18, Con 24, Int 8, Wis 10, Cha 8
Skills: Climb +25, Hide +15, Jump +25, Listen +15, Move Silently +19, Spot +15 (+15 CC skill points)
Feats: Dodge, Mobility, Multiattack, 9, 12, F1, F2
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary, pair, gang (3–5), or pack (6–10)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: +6
This hulking creature looks like a strapping blue-skinned humanoid toad, as big as an ogre, with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. It has wicked-looking, bony hooks on the backs of its hands.
Blue slaadi gather to wage horrific battles against other societies and their own. They are bullies that value only strength and power.
A blue slaad is about 10 feet tall and very broad. It weighs about 1,000 pounds. As its name suggests, a blue slaad is mostly blue, darker along the back and paler around the belly.
Blue slaadi are most often found in groups and work well together—at least, better than red slaadi.
Combat
Blue slaadi are quick to anger, and inclined to attack most other creatures on sight to prove their strength. The bone hooks on the backs of its hands give a blue slaad four claw attacks each round when it makes a full attack.
Spell-Like Abilities: At will—hold person (DC 12), passwall, telekinesis (DC 14); 1/day—chaos hammer (DC 13). Caster level 8th. The save DCs are Charisma-based.
Slaad Fever (Su): Supernatural disease—bite, Fortitude DC 23, incubation period 1 day, damage 1d3 Dex and 1d3 Cha. The save DC is Constitution-based.
An afflicted humanoid reduced to Charisma 0 by slaad fever immediately transforms into a red slaad. It retains none of the features, traits, memories, or abilities of its former self, and is a normal red slaad in all respects.
If the infected being is an arcane spellcaster, the disease instead produces a green slaad.
S u m m o n Slaad (Sp): Once per day a blue slaad can attempt to summon another blue slaad with a 40% chance of success. This ability is the equivalent of a 4th-level spell.
Green Slaad (average, advanced 12 HD, Gestalt w/Sorcerer)
GREEN SLAAD
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 9d8+36 (76 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 23 (–1 size, +1 Dex, +13 natural), touch 10, flat-footed 22
Base Attack/Grapple: +9/+19
Attack: Claw +14 melee (1d6+6)
Full Attack: 2 claws +14 melee (1d6+6) and bite +12 melee (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon slaad
Special Qualities: Change shape, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 23, Dex 13, Con 19, Int 10, Wis 10, Cha 12
Skills: Climb +18, Concentration +10, Hide +9, Jump +18, Listen +12, Move Silently +13, Search +12, Spot +12, Survival +6 (+8 following tracks)
Feats: Cleave, Improved Initiative, Multiattack, Power Attack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or gang (2–5)
Challenge Rating: 9
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 10–15 HD (Large); 16–27 HD (Huge)
Level Adjustment: +7
This tall, gangly creature looks like a cross between an ogre and a frog. Its skin is a mottled green, and it has long, sharp claws and a wide mouth.
If a red slaad’s egg pellet or a blue slaad’s disease infects an arcane spellcaster, that host produces a green slaad.
A green slaad is about 10 feet tall and very broad. It weighs about 1,000 pounds. As its name suggests, a green slaad is mostly green, darker along the back and paler around the belly.
Green slaadi are self-centered, arrogant louts that think only of themselves. They lust after magical power, eventually transforming into grays (see below) if they find it.
Green slaadi work in groups if doing so suits their immediate needs.
Combat
Green slaadi prefer to use spell-like abilities over physical combat but aren’t afraid to attack with tooth and claw if they must. They never fight to the death, though, if they can avoid it.
Spell-Like Abilities: 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. The save DCs are Charisma-based.
Change Shape (Su): 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.
Summon Slaad (Sp): 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.
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+3 Outsider HD
+3 BAB
+2 all Saves
+24 skill points (no points to Climb, Jump, Survival; 9 points to Concentration; 3 points to all others)
+1 stat boost (Str)
+1 feat (?)
Advanced GREEN SLAAD
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 12d8+48 (102 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 23 (–1 size, +1 Dex, +13 natural), touch 10, flat-footed 22
Base Attack/Grapple: +12/+23
Attack: Claw +18 melee (1d6+7)
Full Attack: 2 claws +18 melee (1d6+7) and bite +16 melee (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon slaad
Special Qualities: Change shape, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +12, Ref +9, Will +8
Abilities: Str 24, Dex 13, Con 19, Int 10, Wis 10, Cha 12
Skills: Climb +19 [12], Concentration +19 [15], Hide +12 [15], Jump +19 [12], Listen +15 [15], Move Silently +16 [15], Search +15 [15], Spot +15 [15], Survival +6 (+8 following tracks) [6]
Feats: Cleave, Improved Initiative, Multiattack, Power Attack, 12th
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or gang (2–5)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 10–15 HD (Large); 16–27 HD (Huge)
Level Adjustment: +7
This tall, gangly creature looks like a cross between an ogre and a frog. Its skin is a mottled green, and it has long, sharp claws and a wide mouth.
If a red slaad’s egg pellet or a blue slaad’s disease infects an arcane spellcaster, that host produces a green slaad.
A green slaad is about 10 feet tall and very broad. It weighs about 1,000 pounds. As its name suggests, a green slaad is mostly green, darker along the back and paler around the belly.
Green slaadi are self-centered, arrogant louts that think only of themselves. They lust after magical power, eventually transforming into grays (see below) if they find it.
Green slaadi work in groups if doing so suits their immediate needs.
Combat
Green slaadi prefer to use spell-like abilities over physical combat but aren’t afraid to attack with tooth and claw if they must. They never fight to the death, though, if they can avoid it.
Spell-Like Abilities: 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. The save DCs are Charisma-based.
Change Shape (Su): 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.
Summon Slaad (Sp): 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.
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+3 Outsider HD
+3 BAB
+2 all Saves
+24 skill points (no points to Climb, Jump, Survival; 9 points to Concentration; 3 points to all others)
+1 stat boost (Cha)
+1 feat (?)
36 point buy:
Str 10 (2) - 22
Dex 14 (6) - 16
Con 16 (10) - 24
Int 10 (2) - 10
Wis 11 (3) - 11
Cha 17 (13) - 19 -> 20
Advanced GREEN SLAAD (36 point buy)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 12d8+84 (138 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 25 (–1 size, +3 Dex, +13 natural), touch 12, flat-footed 22
Base Attack/Grapple: +12/+22
Attack: Claw +17 melee (1d6+6)
Full Attack: 2 claws +17 melee (1d6+6) and bite +15 melee (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon slaad
Special Qualities: Change shape, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +15, Ref +11, Will +8
Abilities: Str 22, Dex 16, Con 24, Int 10, Wis 11, Cha 20
Skills: Climb +18 [12], Concentration +22 [15], Hide +14 [15], Jump +18 [12], Listen +15 [15], Move Silently +18 [15], Search +15 [15], Spot +15 [15], Survival +6 (+8 following tracks) [6]
Feats: Cleave, Improved Initiative, Multiattack, Power Attack, 12th
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or gang (2–5)
Challenge Rating: 10 (sort of)
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 10–15 HD (Large); 16–27 HD (Huge)
Level Adjustment: +7
This tall, gangly creature looks like a cross between an ogre and a frog. Its skin is a mottled green, and it has long, sharp claws and a wide mouth.
If a red slaad’s egg pellet or a blue slaad’s disease infects an arcane spellcaster, that host produces a green slaad.
A green slaad is about 10 feet tall and very broad. It weighs about 1,000 pounds. As its name suggests, a green slaad is mostly green, darker along the back and paler around the belly.
Green slaadi are self-centered, arrogant louts that think only of themselves. They lust after magical power, eventually transforming into grays (see below) if they find it.
Green slaadi work in groups if doing so suits their immediate needs.
Combat
Green slaadi prefer to use spell-like abilities over physical combat but aren’t afraid to attack with tooth and claw if they must. They never fight to the death, though, if they can avoid it.
Spell-Like Abilities: At will—chaos hammer (DC 19), detect magic, detect thoughts (DC 17), fear (DC 19), protection from law, see invisibility, shatter (DC 17); 3/day—dispel law (DC 20), deeper darkness, fireball (DC 18). Caster level 9th. The save DCs are Charisma-based.
Change Shape (Su): 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.
Summon Slaad (Sp): 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.
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Advanced GREEN SLAAD//Sorcerer 12 (36 point buy)
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 12d8+84 (138 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 25 (–1 size, +3 Dex, +13 natural), touch 12, flat-footed 22
Base Attack/Grapple: +12/+22
Attack: Claw +17 melee (1d6+6)
Full Attack: 2 claws +17 melee (1d6+6) and bite +15 melee (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon slaad
Special Qualities: Change shape, darkvision 60 ft., fast healing 5, immunity to sonic, resistance to acid 5, cold 5, electricity 5, and fire 5
Saves: Fort +15, Ref +11, Will +8
Abilities: Str 22, Dex 16, Con 24, Int 10, Wis 11, Cha 20
Skills: Climb +18 [12], Concentration +22 [15], Hide +14 [15], Jump +18 [12], Listen +15 [15], Move Silently +18 [15], Search +15 [15], Spot +15 [15], Survival +6 (+8 following tracks) [6]
Feats: Cleave, Improved Initiative, Multiattack, Power Attack, 12th
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or gang (2–5)
Challenge Rating: GCR 12
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 10–15 HD (Large); 16–27 HD (Huge)
Level Adjustment: +7
This tall, gangly creature looks like a cross between an ogre and a frog. Its skin is a mottled green, and it has long, sharp claws and a wide mouth.
If a red slaad’s egg pellet or a blue slaad’s disease infects an arcane spellcaster, that host produces a green slaad.
A green slaad is about 10 feet tall and very broad. It weighs about 1,000 pounds. As its name suggests, a green slaad is mostly green, darker along the back and paler around the belly.
Green slaadi are self-centered, arrogant louts that think only of themselves. They lust after magical power, eventually transforming into grays (see below) if they find it.
Green slaadi work in groups if doing so suits their immediate needs.
Combat
Green slaadi prefer to use spell-like abilities over physical combat but aren’t afraid to attack with tooth and claw if they must. They never fight to the death, though, if they can avoid it.
Spell-Like Abilities: At will—chaos hammer (DC 19), detect magic, detect thoughts (DC 17), fear (DC 19), protection from law, see invisibility, shatter (DC 17); 3/day—dispel law (DC 20), deeper darkness, fireball (DC 18). Caster level 9th. The save DCs are Charisma-based.
Change Shape (Su): 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.
Summon Slaad (Sp): 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.
Spellcasting: This Green Slaad was created from a Spellweaver, and he retained his original casting ability as a 12th level Sorcerer. Spells known 9/5/5/4/3/2/1; spells/day 6/8/7/7/7/6/3; save DC 15 +spell level.
Spells Known:
(per day)
(6) 0-mage hand, read magic, dancing lights, ghost sound, open/close, prestidigitation, mending, acid splash, arcane mark;
(7) 1st- mage armor, shield, magic missile, feather fall, babau slime;
(7) 2nd- mirror image, web, ray of stupidity, scorching ray, resist energy;
(7) 3rd- displacement, dispel magic, stinking cloud, ray of exhaustion;
(7) 4th- dimension door, enervation, polymorph other;
(5) 5th- true haste, cloudkill;
(3) 6th- disintegrate;
NB: Not sure about his spell selection. This is just taken straight from the Spellweaver I used in my game. Not all Spellweavers would be the same.