The Slaadi(green, grey, black, white)[SPOILER]
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HD: d8Level | BAB | Fort | Ref | Will | Features |
1st | +0 | +2 | +0 | +2 | Body of Chaos |
2nd | +1 | +3 | +0 | +3 | Green Slaad, +1 Str, +1 Dex |
3rd | +2 | +3 | +1 | +3 | Sunder, Slaad SLAs, Tools of Anarchist |
4th | +3 | +4 | +1 | +4 | Fast Healing, +1 Dex, +1 Cha |
5th | +3 | +4 | +1 | +4 | Anyone, anywere |
6th | +4 | +5 | +2 | +5 | Manttle of Chaos, Summon Slaad, +1 Dex, +1 Con |
7th | +5 | +5 | +2 | +5 | Disruption of Society |
8th | +6 | +6 | +2 | +6 | Limbo Skin, Predator's Weapons (claws), You can't hide (or even run, really), +1 Str, +1 Dex |
9th | +6 | +6 | +3 | +6 | Fall of Sivilization |
10th | +7 | +7 | +3 | +7 | Disciple of Chaos, Gray Slaad, Predator's Weapons (bite), +1 Con, +1 Cha |
11th | +8 | +7 | +3 | +7 | Movement of Mind |
12th | +9 | +8 | +4 | +8 | Predator's Weapons (claws), Stun, +1 Str, +1 Con |
13th | +9 | +8 | +4 | +8 | Death Slaad, End of a Line |
14th | +10 | +9 | +4 | +9 | Predator's Weapons (bite), +1 Con, +1 Cha |
15th | +11 | +9 | +5 | +9 | Words of Power |
16th | +12 | +10 | +5 | +10 | Adept of Chaos, Blood of Chaos, Chaos Bite, +1 Str, +1 Cha |
17th | +12 | +10 | +5 | +10 | Whims of Limbo |
18th | +13 | +11 | +6 | +11 | Predator's Weapons (claws), +1 Str, +1 Cha |
19th | +14 | +11 | +6 | +11 | Hmmm, upgrades |
20th | +15 | +12 | +6 | +12 | Master of Chaos, +1 Str, +1 Cha |
21th | +15 | +12 | +7 | +12 | White Slaad, Growth, +1 Con |
22th | +16 | +13 | +7 | +12 | Chaos Spittle, Limit Break, Weaponbreaker, +1 Str, +1 Con |
23th | +16 | +13 | +7 | +13 | Butterflies and Hurricanes |
24th | +17 | +14 | +8 | +14 | Anarchic Magic, Tongues, Chaos Touch, Growth, +1 Con, +1 Cha |
25th | +17 | +14 | +8 | +14 | Black Slaad, Overlord of Chaos, +1 Str, +1 Con |
Skills: 4 +Int modifier per level, quadruple at first level. Class skills are Bluff, Climb, Concentration, Diplomancy, Escape Artist, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Search, Spellcraft, Spot, Survival, Swim, Use Magic Devise.
Proficiencies: simple and martial weapons, it's ow natural weapons
Features:Body of Chaos:Green Slaad: Green slaadi are defensive about weaknesses and selfaggrandizing in triumph. Tremendous braggarts, they sometimes pause even during combat to gloat over opponents. Green slaadi are above red and blue slaadi, so they are one step more friendly to him than they would otherwise be. The slaad gains chaotic subtype, and any weapon it wields, including natural weapons, counts as chaotic aligned for bypassing DR. It also gains resistance to sonic damage equal to his own HD, and resistance to acid, cold, electricity and fire equal to half his own HD.
In addition, the slaad is immune to harmful effects of Limbo, expect of cource any random encounters.
Thus wild magic does not effect slaadi magic (expect if slaad wishes that to happen...)
Ability increase: The Slaad ability scores increase permanently by the shown amount:
Level | Total bonus gained |
2 | +1 Str, +1 Dex |
4 | +1 Str, +2 Dex, +1 Cha |
6 | +1 Str, +3 Dex, +1 Con, +1 Cha |
8 | +2 Str, +4 Dex, +1 Con, +1 Cha |
10 | +2 Str, +4 Dex, +2 Con, +2 Cha |
12 | +3 Str, +4 Dex, +3 Con, +2 Cha |
14 | +3 Str, +4 Dex, +4 Con, +3 Cha |
16 | +4 Str, +4 Dex, +4 Con, +4 Cha |
18 | +5 Str, +4 Dex, +4 Con, +5 Cha |
20 | +6 Str, +4 Dex, +4 Con, +6 Cha |
21 | +6 Str, +4 Dex, +5 Con, +6 Cha |
22 | +7 Str, +4 Dex, +6 Con, +6 Cha |
23 | +7 Str, +4 Dex, +6 Con, +7 Cha |
24 | +7 Str, +4 Dex, +7 Con, +8 Cha |
25 | +8 Str, +4 Dex, +8 Con, +8 Cha |
NOTE:This table presents the TOTAL bonus gained for ease of keeping count! Don't add the values from different levels!
Sunder: The slaad gains Improved Sunder as a bonus feat. The slaad need not have any of the prerequisites normally required for this feat.
Slaad SLAs:Tools of Anarchist: The Slaad gains the following abilities:
Detect Magic: as a SLA 1/day for each HD.
Identify: as a SLA 1/Day for each 5 HD or portion of it.
Protection from Law: as a SLA 1/day for each HD, upgrades to Magic Circle agains Law at 8HD
Shatter: as a SLA 1/day for each HD.
Fast Healing: Equal to half it's own HD.
Anyone, anywere: The Slaad gains the following abilities:
Change Shape (Su): A slaad can assume any humanoid form of medium size or smaller as a standard action 1/day for each HD it has. The slaad can remain in its humanoid form until it chooses to assume a new one or return to its natural form. After level 21, the slaad may use this power to change it's size smaller, up to medium size.
Invisibility: as a SLA 1/day for each 2 HD, upgrades to Improved Invisibility at 11.
Detect Thoughts: as a SLA 1/day for each 4 HD.
Manttle of Chaos: The slaad gains spell resistance 15 + his own HD against spells or effects with the lawful descriptor.
Summon Slaad (Sp): Twice per day, the slaad can summon reinforcements, depending on it's HD.
6 HD: 1 red slaad
9 HD: 1 blue slaad, or 2 red slaads
13 HD: 1 green slaad, or 2 blue slaads, or d3+1 red slaads
16 HD: 1 gray slaad, or 2 green slaads, or d3+1 blue slaads, or d4+1 red slaads
19 HD: 1 death slaad, or 2 gray slaads, or d3+1 green slaads, or d4+1 blue slaads, or d6+1 red slaads
24 HD: 1 white slaad, or 2 death slaads, or d3+1 gray slaads, or d6+1 blue slaads, or 2d4+1 red slaads
These slaadi serve for 1 minute per HD and then disappear. The summoned slaadi can't use their own summoning abilities.
However, slaadi never actually cooperate, so only one slaad will be attacking induvidial target. Leftovers wait for their turn, prepairing theirself for battle, unless they are provoked by been attacked.
For instance, if four slaadi were facing one human warrior, they would take turns fighting that soul. Only if the first slaad were defeated or human attacks second slaad while first is still standing, would the next begin to fight, and so on.
Even if the original summonner were to die, the summoned slaadi will continue to fight, untill their time runs up.
Disruption of Society: The Slaad gains the following abilities:
Chaos Hammer: as a SLA 1/day for each 2 HD.
Dispel Magic: as a SLA 1/day for each HD, upgrades to Greater Dispel Magic at 12 HD.
Fireball: as a SLA 1/day for each HD, at 10 HD may instead use Lightning bolt.
Limbo Skin: The Slaad gains DR/lawful to half of it's own HD.
Predator's Weapons: The slaads natural weapons grew more powerful. At 8th level his claw attacks damage increases to 2d4, and at level 12 their damage increases to 2d6, and again at level 18 their damage increases to 3d6.
At lv 10 his bite damage increses to 2d8, and at lv 14, the damage increases again, to 2d10.
You can't hide (or even run, really): As bizare predators the slaadi can hunt even clever and fast prey. Starting at level 8th, the slaad has
See Invisibility as the spell, but permanent effect, and it upgrades to
True Seeing at 22th level.
In addition, the slaadi becomes more faster, at levels 8, 9 & 10 add + 5 feet to its speed, and every 2 HD past 10th it gains additional +5 feet to its speed, for total speed of 80 feet at HD 24.
Fall of Sivilization: The Slaad gains the following abilities:
Deeper Darkness: as a SLA 1/day for each 3 HD.
Dispel Law: as a SLA 1/day for each 3 HD.
Fear: as a SLA 1/day for each 2 HD.
Disciple of Chaos (Su): The Slaad can manifest small amounth of the Ever-Changing Chaos of Limbo to change the appearance of the enviroment for short time. This is similar to Hallucinatory Terrain-spell, but the slaad may use it as a swift action for total amounth of 1 minute / HD in a day, and he may end it as a free action. Uses don't have to be continual, but each use of this ability spents 5 minutes at least. In addition, caster level of all Chaotic spell is +1 in this area, while Lawful spells have -1 to caster level.
Gray Slaad: A Green slaad that lives to advanced age (a century or achieves the necessary power) sometimes withdraw into wilderness isolation. Most are never seeing again, but after sometime, even over a year, some slaadi return to their fellows as gray slaadi. Unintrested in lesser slaadi, grays become fascinated by power and magic, apperantly seeking the near-immortality of the most powerful slaadi. All red and blue slaadi threat him as two steps friendlier than they would otherwise, and green slaadi threat him as one step friendlier than they would otherwise.
Movement of Mind: The Slaad gains the following abilities:
Animate Objects: as a SLA 1/day for each 3 HD.
Fly: as a SLA 1/day for each 3 HD.
Telekinesis: as a SLA 1/day for each 5 HD.
Teleport: as a SLA 1/day for each 3 HD, upgrades to Greater Teleport at 14 HD. Starting at 16 HD may spent two uses to use Plane Shift instead.
Stun: The slaad gains Stunning Fist as a bonus feat. The slaad need not have any of the prerequisites normally required for this feat.
End of a Line: The Slaad gains the following abilities:
Circle of Death: as a SLA 1/day for each 4 HD.
Finger of Death: as a SLA 1/day for each 2 HD.
Death Slaad: The greatest of their kind, these few powerful slaadi have achieved near-immortal longevity through weird ceremonies. Most of the half-dozen known death slaadi work to propagate their race, marshalling mob of red and blue slaadi to invade small villages on the Lower Planes. They imprison the population as host and icubate a new generation of slaadi.
All red, blue, green and gray slaadi treat him three steps friendlier than they would otherwise.
Death slaadi can communicate with all races through telepathy: the death slaad gains telepathy with range of 40 feets, and it increases with 5 feet per every HD after 13.
Words of Power: The Slaad gains the following abilities:
Power Word: Blind: as a SLA 1/day for each 2 HD.
Power Word: Stun: as a SLA 1/day for each 3 HD.
Power Word: Kill: as a SLA 1/day for each 4 HD.
Adept of Chaos: Connection of Limbo and the slaad grews more powerful. He may now use Mirage Arcana instead of Hallucinatory Terrain when he manifests Limbo.
Blood of Chaos (Ex): The slaad is more in tune with the true principle of chaos than his lesser cousins. As such, the slaadi can summon forth the force of chaos to degrade and destroy that which they bite, spit upon, or touch. The chaos, once released, burns all substances almost like acid. Even creatures protected against chaos, such as by a magic circle against chaos spell, take half damage. The Chaotic damage is d4, +1d4 for every HD past after 16. The slaad is immune to it's own chaos attacks.
Chaos Bite(Ex): On a successful bite attack, the slaad deals an additional chaotic damage as shown in Blood of Chaos (above). Unless the chaos infecting the wound is somehow neutralized, it deals another half of chaotic damage of the original attack on every subsequent round for Con modifier rounds.
Whims of Limbo: The Slaad gains the following abilities:
Cloak of Chaos: as a SLA 1/day for each 2 HD.
Song of Discord: as a SLA 1/day for each 4 HD.
Word of Chaos: as a SLA 1/day for each 3 HD.
Hmmm, upgrades: The Slaad gains the following abilities:
Chain Lightning: as a SLA 1/day for each 5 HD.
Delayed Blast Fireball: as a SLA 1/day for each 5 HD.
Implosion: as a SLA 1/day for each 6 HD.
Master of Chaos: The slaad is a living link to Limbo. Now when he manifests the power of Limbo, threat the are as a wild magic area.
White Slaad:1d12 | Effect |
12 | |
11 | Hmmm, upgrades |
10 | Whims of Limbo |
9 | Words of Power |
8 | End of a Line |
7 | Movement of Mind |
6 | Fall of Sivilization |
5 | Disruption of Society |
1-4 | nothing happens |
After rolling and determing the set, the slaad activates the power of his choice from the set as a free action, but he still has to spent use of the power.
Growth: At 21th level the slaad grows to large size and gains +1 to Natural Armor. At 24th level the slaad grows to huge size gains another +1 to Natural Armor.
Chaos Spittle (Ex): The slaad can spit a glob of chaos at any target it can see within 60 feet, + 20 feet for every HD past 22, as a ranged touch attack. The chaos deals douple of the chaotic damage shown in Blood of Chaos (above, no splash damage). Unless the chaos is somehow neutralized, the glob deals another half of the chaotic damage of the original attack on every subsequent round for Con modifier rounds.
Limit Break: The slaad can now manifest Limbo indefinitely. It is swift action to start manifestation and free action to end it.
Weaponbreaker (Ex): When the slaad uses his Improved Sunder feat, he rolls damage twice and takes the higher of the two rolls as the roll to break the weapon.
Butterflies and Hurricanes: The Slaad gains the following abilities:
Baleful Polymorph: as a SLA 1/day for each 4 HD.
Insanity: as a SLA 1/day for each 4 HD.
Irresistable Dance: as a SLA 1/day for each 5 HD.
Miracle: as a SLA 1/day for each 20 HD.
Anarchic Magic (Ex): The slaad can use his magic faster, but at extra cost. The slaad may use his SLAs as move action by spending an 1 extra uses of the same power, and as a swift action by spendin 2 extra uses.
Tongues (Ex): The slaad has a 15-footlong prehensile tongue split into equal lengths, allowing it to make four melee touch attacks per round. This replaces the slaadi bite attack.
Chaos Touch (Ex): On a successful tongue melee attack, the slaad deals chaotic damage as shown in Blood of Chaos (above). Unless the chaos infecting the wound is somehow neutralized, it deals another half of chaotic damage of the original attack on every subsequent round for Con modifier rounds.
Black Slaad:Overlord of Chaos: The Slaad is one with the Chaos. When manifesting Limbo, the slaad may mimic the effect of Rod of Wonder once per round as a free action. The slaad rolls twice and chooses what happens (he may chooce one or both if so desires) and selects target(s) after deciding the effect. When determing effects of Rod of Wonder (either this ability or use of item) the slaad uses his HD for the caster level and his SLA DCs for these effects, if better.
In addition, whenever there is a random roll (not an attack, save, skill, atribute check ect.) the slaad rolls twice and decides which roll he takes.
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Comments
[spoiler] Slaadi has always had a special place in my heart. Well, they are carnivorous psychopathic giant frogs, but...
Slaadi are strong physicly and have ton of spell like powers to play with. They have little weaker stat bonuses than balor or pit fiend, but ended up with more spell-like abilities. Summoning has a limiter for their usefulness. Their defences are bit weak, but thus they use offence to compencate that.
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Done by Trenelus from GITP