SLAADS
Slaad, Crimson
CR 7
XP: 3,200
CN Large outsider (chaotic, extraplanar, slaad)
Init +2; Senses darkvision 60 ft.; Perception +8
AC 20, touch 12, flat-footed 17 (-1 size, +8 natural, +2 Dex)
HP 59 (7d10+21); fast healing 5
Fort +8, Ref +7, Will +3
Immune Sonic; Resist acid 5, cold 5, electricity 5, fire 5
Speed 30 ft.
Melee bite +11 (2d8+5), 2 claws +11 (1d4+5 plus implant)
Space 10 ft., Reach 10 ft.
Special Attacks implant, stunning croak (DC 16)
Spell-Like Abilities (CL 7th) 1/day—Summon (level 3, one crimson Slaad, 40%)
Str 21, Dex 15, Con 17, Int 6, Wis 6, Cha 8
Base Atk +7; CMB +13; CMD 25
Feats Dodge, Mobility, Multiattack, Wind Stance
Skills Acrobatics +12, Climb +15, Perception +8, Stealth +12
Languages Slaadi
Environment Any Chaotic-aligned Plane
Organization Solitary, pair, gang (3–5), or pack (6–10)
Treasure Standard
Implant (Ex) A crimson 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 am azure 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 celadon Slaad.
Stunning Croak (Su) Once per day a crimson Slaad can emit a loud croak. Every creature (except Slaads) within 20 feet must succeed on a DC 16 Fortitude save or be stunned for 1d3 rounds. The save DC is Constitution-based.
Slaad, Azure
CR 8
XP: 4,800
CN Large outsider (chaotic, extraplanar, slaad)
Init +2; Senses darkvision 60 ft.; Perception +9
AC 21, touch 12, flat-footed 19 (-1 size, +9 natural, +2 Dex)
HP 73 (8d10+29); fast healing 5
Fort +10, Ref +8, Will +4
Immune Sonic; Resist acid 5, cold 5, electricity 5, fire 5
Speed 30 ft.
Melee 4 claws +15 (2d6+6), bite +15 (2d8+3 plus disease)
Space 10 ft., Reach 10 ft.
Special Attacks implant, stunning croak (DC 16)
Spell-Like Abilities (CL 8th) At will—hold person (DC 13), passwall, telekinesis (DC 15) 1/day—chaos hammer (DC 14), Summon (Level 4, azure Slaad, 40%)
Str 23, Dex 15, Con 19, Int 6, Wis 6, Cha 10
Base Atk +8; CMB +15; CMD 27
Feats Dodge, Mobility, Multiattack, Wind Stance
Skills Acrobatics +13, Climb +17, Perception +9, Stealth +13
Languages Slaadi
Environment Any Chaotic-aligned Plane
Organization Solitary, pair, gang (3–5), or pack (6–10)
Treasure Standard
Slaadi Fever (Ex) Supernatural disease— bite-injury; save Fort DC 18, onset 1 day, frequency 1 day, effect 1d3 Dex and 1d3 Cha, cure 3 saves. An afflicted humanoid reduced to Charisma 0 by Slaad fever immediately transforms into a crimson Slaad. It retains none of the features, traits, memories, or abilities of its former self, and is a normal crimson Slaad in all respects. If the infected being is an arcane spellcaster, the disease instead produces a celadon Slaad.
Stunning Croak (Su) Once per day a crimson Slaad can emit a loud croak. Every creature (except Slaads) within 20 feet must succeed on a DC 16 Fortitude save or be stunned for 1d3 rounds. The save DC is Constitution-based.
Slaad, Celadon
CR 9
XP: 6,400
CN Large outsider (chaotic, extraplanar, slaad)
Init +5; Senses darkvision 60 ft.; Perception +12
AC 23, touch 10, flat-footed 22 (-1 size, +13 natural, +1 Dex)
HP 78 (9d10+29); fast healing 5
Fort +10, Ref +7, Will +6
Immune Sonic; Resist acid 5, cold 5, electricity 5, fire 5
Speed 30 ft.
Melee 2 claws +14 (1d6+6), bite +14 (2d8+6)
Space 10 ft., Reach 10 ft.
Special Attacks implant, stunning croak (DC 16)
Spell-Like Abilities (CL 9th) At will— chaos hammer (DC 15), detect magic, detect thoughts (DC 13), fear (DC 15), protection from law, see invisibility, shatter (DC 13) 2/day— Summon (level 5, 1 celadon Slaad, 40%) 3/day— dispel law (DC 16), deeper darkness, fireball (DC 14).
Str 23, Dex 13, Con 19, Int 10, Wis 10, Cha 12
Base Atk +9; CMB +16; CMD 27
Feats Cleave, Great Cleave, Improved Initiative, Multiattack, Power Attack
Skills Acrobatics +13, Climb +16, Perception +12, Spellcraft +12, Stealth +12, Survival +12
Languages Slaadi, Common
SQ Change shape (any humanoid, alter self)
Environment Any Chaotic-aligned Plane
Organization Solitary, pair, gang (2–5)
Treasure Standard
Slaad, Cinereal
CR 10
XP: 9,600
CN Large outsider (chaotic, extraplanar, slaad)
Init +7; Senses darkvision 60 ft.; Perception +15
AC 23, touch 12, flat-footed 21 (-1 size, +11 natural, +3 Dex)
HP 94 (10d10+39); fast healing 5
Fort +12, Ref +10, Will +9
DR 10/lawful; Immune Sonic; Resist acid 5, cold 5, electricity 5, fire 5
Speed 30 ft.
Melee 2 claws +15 (2d4+4), bite +15 (2d8+2)
Space 10 ft., Reach 10 ft.
Special Attacks implant, stunning croak (DC 16)
Spell-Like Abilities (CL 10th) 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 2/day—summon (level 5, 1d2 crimson Slaads or 1 azure Slaad, 60%, or 1 celadon Slaad, 40%) 1/day—power word stun
Str 19, Dex 17, Con 21, Int 14, Wis 14, Cha 14
Base Atk +10; CMB +15; CMD 28
Feats Craft Undead, Improved Initiative, Multiattack, Power Attack, Weapon Focus (Claws)
Skills Acrobatics +16, Climb +17, Perception +15, Spellcraft +15, Stealth +16, Survival +15, Use Magic Device +15
Languages Slaadi, Common
SQ Change shape (any humanoid form, alter self)
Environment Any Chaotic-aligned Plane
Organization Solitary or pair
Treasure Double standard
Slaad, Reaper
CR 13
XP: 25,600
CN Large outsider (chaotic, extraplanar, slaad)
Init +10; Senses darkvision 60 ft.; Perception +22
AC 27, touch 15, flat-footed 22 (-1 size, +12 natural, +6 Dex)
HP 111 (15d10+29); fast healing 5
Fort +14, Ref +15, Will +13
DR 10/lawful; Immune Sonic; Resist acid 5, cold 5, electricity 5, fire 5
Speed 30 ft.
Melee 2 claws +21 (3d6+5 plus stun), bite +20 (2d10+2)
Space 10 ft., Reach 10 ft.
Special Attacks stun
Spell-Like Abilities (CL 15th) 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) 2/day—Summon (Level 6, 1–2 crimson or azure Slaads, 60%, or 1–2 celadon Slaads, 40% ) 1/day—implosion (DC 23), power word blind
Str 21, Dex 23, Con 18, Int 18, Wis 18, Cha 10
Base Atk +15; CMB +21; CMD 37
Feats Cleave, Great Cleave, Greater Sunder, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Weapon Focus (Claw)
Skills Acrobatics +24, Climb +23, Fly +24, Knowledge (arcana) +22, Knowledge (planes) +22, Perception +22, Spellcraft +22, Stealth +24, Survival +22, Use Magic Device +22
Languages Slaadi, Common, telepathy 100 ft
SQ Change shape (any humanoid, alter self)
Environment Any Chaotic-aligned Plane
Organization Solitary or pair
Treasure double standard
Stun (Ex) Three times per day, a reaper Slaad can attempt to stun its opponent on an attack with one of its natural weapons. If the opponent fails a DC 21 Fortitude save, it is stunned for 1 round in addition to taking normal damage from the attack. The save DC is Wisdom-based.