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  1. - Top - End - #1
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    Last edited by afroakuma; 2008-10-18 at 01:41 PM.
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    Default Re: Limbo 4.0: New Slaadi (3.5)

    The City of Chaos and the Secret Shame of the Slaadi

    Eons ago, there arose in the pure chaos the planar race known as the slaadi. These beings ranged the gamut of all shapes, bizarre and exotic enough to give pause even to the inhabitants of the Far Realm. Though among the most ancient and fractious of the planar races, there arose among them beings who commanded the respect, if not the loyalty, of their kindred: the Slaad Lords.

    These beings reveled in the chaos of their land, and founded the Spawning Stone to further the spread of their race. Under their terrible power, Limbo throbbed and thrived with wild energy.

    But then arose Rennbuu, and his power was enough to shake the mighty Lords to the core. The innate chaos that is slaad had proven able to once again give rise to beings equal to their power. Thus, the Slaad Lords quested to reduce the chance of this event. Peering beyond the Outer Planes, to the realms of mortals, they determined ways to reduce their number.

    The Slaad Lords purged from Limbo all slaad but those who reproduced sexually or via parasitism. They then delved deeper still, and brought about the Anathema.

    They brought Law into Limbo.

    Ssendam and Ygorl justified this to one another, saying that there was Chaos in order, and that true randomness allowed reason to appear. Nonetheless, by casting the most hidden sigils of Order onto the Spawning Stone, they commited the ultimate heresy. In far corners of the multiverse, derision echoed, mocking the concept of an ordered race being the exemplars of chaos.

    Nonetheless, the Slaad Lords pressed on. Toiling to conceal the rare "true" slaadi that arose from time to time, Ygorl groomed an apprentice to join him in the seat of power. Ssendam lent her influence to the Spawning Stone, but generally ignored the lesser slaad.

    Despite their efforts, and the bounding of the slaad into their current fronglike shape, the Slaad Lord Chourst arose. Ssendam and Ygorl were reluctant to commit Anathema yet again; thus did they ignore the upstart.

    Their error has recently been compounded. Another layer of Limbo has been detected, apprearing as an infinite city perfused by pillars of pure elemental energy. This City of Chaos may have been established by lawful beings, using the stolen sigils from the Spawning Stone. The more intelligent slaad love the city, as do beings from all across the planes - at least those who know how to get there.

    Ssendam and Ygorl will have none of it. Though they cannot undo what has been wrought, they are desperate to conceal the second layer from the multiverse. They have also changed the sigils marking the Spawning Stone, commiting Second Anathema in a bid to once again conceal the means to effect true change in Limbo.

    Though the guard has been increased, the damage has been done. Two new Slaad Lords have risen, and creatures from other planes have slipped into ordered pockets. In the time of the Stone's unbinding, new slaad breeds formed and were unleashed across the planes. It remains to be seen how the new sigils will affect the slaadi - and how the City of Chaos will change the power balance of the planes.
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    Default Re: Limbo 4.0: New Slaadi (3.5)

    Slaad Changes

    Slaad now have a variety of genders; red, blue and mud slaadi are no longer guaranteed to have their implant or disease abilities. Slaad genders are:

    Male sexual reproductive
    Female sexual reproductive
    Hermaphrodite cross-fertilizing
    Independent budding
    Male fertilizing budding
    Female recipient budding
    Nonreproductive

    Only hermaphrodite cross-fertilizing slaad have the implant or disease abilities.

    Slaad Traits A slaad has the following traits unless otherwise noted:
    Darkvision 60 ft.
    Sonic immunity
    Resistance to acid, cold, electricity and fire 5
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    Default Re: Limbo 4.0: New Slaadi (3.5)

    Orange Slaad
    Large Outsider (Chaotic, Extraplanar)
    HD 11d8+66 (115 hp)
    Speed 40 ft. (8 squares)
    Init: +2
    AC 25; touch 11; flat-footed 23 (+14 natural, +2 Dex, -1 size)
    BAB +11; Grp +22
    Attack Claw +17 melee (3d6+7)
    Full-Attack 4 claws +17 melee (3d6+7) and bite +15 melee (2d8+3)
    Space 10 ft.; Reach 10 ft.
    Special Attacks Perverse cheer, summon slaad, spell-like abilities
    Special Qualities Slaad traits, change shape, fast healing 10, DR 10/lawful,
    Saves Fort +13 Ref +9 Will +9
    Abilities Str 25, Dex 15, Con 22, Int 7, Wis 14, Cha 16
    Skills Bluff +17, Climb +21, Intimidate +17, Jump +21, Sense Motive +16, Spot +16
    Feats Ability Focus (perverse cheer), Improved Natural Attack (claw), Multiattack, Power Attack
    Environment Ever-Changing Chaos of Limbo
    Organization Solitary, pair or party (4-6)
    Challenge Rating 11
    Treasure Standard
    Alignment Always chaotic neutral
    Advancement 12-20 HD (Large); 21-36 HD (Huge)
    Level Adjustment +6

    Orange slaadi are burly, jovial creatures, less violent than their brethren, but more prone to seeking all kinds of entertainment. They love a good fight, however, and are easily a match for most other slaad.

    Orange slaadi arose during the repeal of First Anathema. They have earned the hatred of resds, blues and greens; grays, however, find them both easy to manipulate and also entertaining; when paired up, an orange and a gray can bring merry havoc anywhere in the multiverse.

    Orange slaadi stand 12 feet tall. Their prodigious bulk is all muscle, and their flesh ripples with iridescent yellow stripes, although their primary coloration runs to orange. Their bony, ridged heads have thin membranous whiskers that fan backwards, and they sometimes have black or yellow hair. Orange slaadi have three claws on each hand instead of the standard two, and usually wear a wide grin.

    Combat
    Orange slaadi will rush headfirst into combat. Capricious and gleeful, they will often employ nothing more than their perverse cheer to defeat their foes. If they’re feeling more savage, however, they will bring on their claws and bite, making full attacks.

    Perverse Cheer (Su) Orange slaad are exciting, dynamic and cheerful. Most creatures regard them with some degree or amusement, especially when they have changed form. They can channel this cheer into another creature as a standard action. This ability mimics the spell Tasha's hideous laughter cast by an 11th level sorcerer (Will save DC 20) except that no bonus to the save is granted for being a different type from the orange slaad.

    Change Shape (Su) An orange can assume any Medium or Large humanoid form as a standard action. This prevents the use of its natural weapons, but it may arm itself with appropriate weapons and armor. An orange slaad remains in one form until it chooses to change to another, but reverts to its natural form when killed. A true seeing spell reveals the slaad's true form.

    Summon Slaad (Sp) Once per day an orange slaad may attempt to summon another orange slaad or a gray slaad with a 40% chance of success.

    Spell-Like Abilities (Sp) At will - burning hands, chaos hammer, color spray, daylight, detect magic, identify, invisibility, lightning bolt, magic circle against law, see invisibility, shatter. 3/day - dispel law, fly, shout. 1/day - confusion, Otto's irresistible dance. Caster level 8th, save DCs Charisma-based.
    Last edited by afroakuma; 2008-10-05 at 04:56 PM.
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    Default Re: Limbo 4.0: New Slaadi (3.5)

    Purple Slaad
    Large Outsider (Chaotic, Extraplanar)
    HD 8d8+24 (68 hp)
    Speed 20 ft. (4 squares); swim 50 ft.
    Init: +1
    AC 20; touch 10; flat-footed 19 (+10 natural, +1 Dex, -1 size)
    BAB +8; Grp +16
    Attack Claw +11 melee (1d6+4, 19-20/x2)
    Full-Attack 2 claws +11 melee (1d6+4, 19-20/x2), bite +9 melee (1d8+2) and tail slap +9 melee (1d8+2, 18-20/x2)
    Space 10 ft.; Reach 5 ft.
    Special Attacks Energy claw, summon slaad, spell-like abilities
    Special Qualities Divine hijack, slaad traits, SR 25, fast healing 5, DR 10/lawful
    Saves Fort +9 Ref +7 Will +10
    Abilities Str 19, Dex 13, Con 16, Int 10, Wis 19, Cha 12
    Skills Bluff +12, Climb +15, Intimidate +12, Listen +15, Sense Motive +15, Spellcraft +11, Spot +15, Swim +15
    Feats Improved Critical (claw), Improved Natural Attack (tail slap), Multiattack
    Environment Ever-Changing Chaos of Limbo
    Organization Solitary or pair
    Challenge Rating 9
    Treasure Standard
    Alignment Always chaotic neutral
    Advancement 9-16 HD (Large); 17-30 HD (Huge)
    Level Adjustment -

    Purple slaadi are a recent phenomenon: the result of a red slaad's implanted egg or a blue slaad's disease on a divine caster. Rarely, a green or gray slaad may bud a purple slaad.

    Purple slaadi are attuned to power; they can bring forth pure energy and siphon the stregth of divine spells. These reckless beings love nothing more than to gorge themselves on pure energy. In their downtime, they are prolific swimmers.

    A purple slaad resebles a humanoid toad from the waist up, with defining ridges coating its muscles, joints and skeletal structure. Its overall coloration varies from fuchsia to magenta, with indigos, blues and purples abundant. Its two arms bear shorter claws than other slaad breeds. Below the torso, the slaad's body is akin to that of a 12' long snake; however, purples lack the control necessary to constrict foes with their narrow tails.

    Combat
    Purple slaadi are aware of the destructive power of their energy attacks and will use one whenever possible. They mix it up to prevent the enemy from establishing a full defense.

    Energy Claw (Su) Once every three rounds, a purple slaad may coat its claws in an form of energy as a free action. This energy may be fire, cold, electric, acid or sonic in nature, and deals 1d6 damage of the appropriate type on each successful claw hit that round.

    Divine Hijack (Su) If another creature casts a divine spell within 30 ft. of a purple slaad, it may hijack the spell. The slaad regains 1d4 hit points per level of the spell on completion of casting (minimum 1d4) and the caster must make a caster level check (DC 15+level of spell) or have the spell fail. The purple slaad cannot gain more hit points than its total.

    Summon Slaad (Sp) Once per day a purple slaad may attempt to summon a red or blue slaad with a 60% chance of success, or one purple slaad with a 20% chance of success.

    Spell-Like Abilities (Sp) At will - chaos hammer, cure moderate wounds, detect magic, identify, invisibility, magic circle against law, see invisibility, shatter, shocking grasp. 3/day - cure serious wounds, dispel law, entropic shield. 1/day - cause critical wounds, divine power. Caster level 9th, save DCs Wisdom-based.
    Last edited by afroakuma; 2008-10-05 at 03:19 PM.
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    Default Re: Limbo 4.0: New Slaadi (3.5)

    Pink Slaad
    Medium Outsider (Chaotic, Extraplanar, Psionic)
    HD 10d8+40 (95 hp)
    Speed 30 ft. (6 squares)
    Init: +2
    AC 27; touch 16; flat-footed 25 (+11 natural, +4 deflection, +2 Dex)
    BAB +10; Grp +13
    Attack Claw +13 melee (1d8+3 and 1d6 fire, 19-20/x2)
    Full-Attack 2 claws +11 melee (1d8+3 and 1d6 fire, 19-20/x2) and bite +9 melee (1d8+1)
    Space 5 ft.; Reach 10 ft.
    Special Attacks Psi-like abilities, psychic flame, summon slaad, spell-like abilities
    Special Qualities Deflection, slaad traits, PR 24, fast healing 5, DR 10/lawful
    Saves Fort +9 Ref +7 Will +10
    Abilities Str 17, Dex 15, Con 18, Int 21, Wis 14, Cha 15
    Skills Autohypnosis +15, Concentration +17, Escape Artist +15, Listen +15, Spot +15
    Feats Chaotic Mind (BP), Dodge, Improved Critical (claw), Improved Natural Attack (claw), Multiattack
    Environment Ever-Changing Chaos of Limbo
    Organization Solitary or pair
    Challenge Rating 10
    Treasure Standard
    Alignment Always chaotic neutral
    Advancement 11-18 HD (Medium); 19-30 HD (Large)
    Level Adjustment +7

    Pink slaadi are another new wild offshoot of the parasitic reproductive process; they spawn from psionic creatures implanted by a red slaad or infected by a blue slaad. Occasionally, they are budded from independent budders.

    Pink slaadi are the most sociable slaadi as a whole; male-defined pinks are often bullied and taunted by blues and oranges, however, although female-defined pinks are prized mates. Pinks, grays and greens tend to socialize most of all the slaad races; they have little but disdain for reds and fear death slaadi.

    A pink slaad stands seven feet tall. It resembles a humanoid toad with a spherical skull riddled with miniature horns. The slaad's coloration runs the gamut from pale rose to hot pink, rarely veering into lavender. Its skin is generally veinous, its muscles taut and corded and its eyes usually contain a vibrant glow. Female sex-reproductive slaadi are the comeliest of the slaad by human standards, although still vastly unusual creatures. In combat, a pink slaad's already prodigious claws are extended still further by an aura of pink flame.

    Combat
    Pink slaadi can dismiss their psychic fires, although they rarely bother to do so. Instead of making full attacks, they prefer to harry foes with psi-like and spell-like abilities, making attacks of opportunity as they see fit.

    Psychic Flame (Ps) In combat, a pink slaad's claws are extended with a flickering pink flame. This gives them a 10' reach instead of 5', and adds 1d6 fire damage to their claw attacks. This reach stacks with that granted by duodimensional claw.

    Deflection (Su) A pink slaad is surrounded by a deflection field, granting a +4 deflection bonus to AC.

    Summon Slaad (Sp) Once per day a pink slaad may attempt to summon a pink slaad with a 40% chance of success or one green slaad with a 40% chance of success.

    Psi-Like Abilities (Ps) At will - chameleon, conceal thoughts, detect psionics, energy ray. 3/day - concealing amorpha, dissolving touch, duodimensional claw, painful strike. 1/day - mass cloud mind, psychofeedback. Manifester level 10th, save DCs Intelligence-based.

    Spell-Like Abilities (Sp) At will - chaos hammer, detect magic, invisibility, lightning bolt, magic circle against law, see invisibility, shatter. 3/day - dispel law. Caster level 10th, save DCs Charisma-based.
    Last edited by afroakuma; 2009-01-17 at 08:43 AM.
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    Default Re: Limbo 4.0: New Slaadi (3.5)

    Yellow Slaad
    Large Outsider (Chaotic, Extraplanar)
    HD 15d8+75 (157 hp)
    Speed 60 ft. (12 squares)
    Init: +7
    AC 33; touch 18; flat-footed 24 (+15 natural, +6 deflection, +3 Dex, -1 size)
    BAB +15; Grp +27
    Attack Claw +22 melee (3d6+8 and 1d6 electric, 19-20/x2 and 1d10 electric) or kinetic blade +22 melee (2d8+8 and 1d6 electric, 17-20/x2)
    Full-Attack 4 claws +22 melee (3d6+8 and 1d6 electric, 19-20/x2 and 1d10 electric) and bite +20 melee (2d8+4 and poison) or 2 kinetic blades +22 melee (2d8+8 and 1d6 electric, 17-20/x2) and bite +20 melee (2d8+4 and poison)
    Space 10 ft.; Reach 10 ft.
    Special Attacks Kinetic blades, poison, summon slaad, spell-like abilities
    Special Qualities Blinding brilliance, change shape, deflection, electric immunity, slaad traits, SR 25, fast healing 10, DR 15/lawful
    Saves Fort +14 Ref +14 Will +7
    Abilities Str 27, Dex 16, Con 21, Int 11, Wis 7, Cha 16
    Skills Climb +26, Intimidate +21, Jump +26, Knowledge (the planes) +18, Listen +16, Sense Motive +16, Spot +16, Tumble +21
    Feats Dodge, Improved Critical (kinetic blade), Improved Initiative (B), Improved Natural Attack (claw), Lightning Reflexes (B), Mobility, Multiattack (B), Power Attack, Spring Attack
    Environment Ever-Changing Chaos of Limbo
    Organization Solitary
    Challenge Rating 16
    Treasure Standard
    Alignment Always chaotic neutral
    Advancement 16-24 HD (Large); 25-40 HD (Huge)
    Level Adjustment -

    Yellow slaadi have been a rarity in Limbo for millenia. Since the creation of the Spawning Stone, gray slaadi questing for ultimate power have sought the secrets of the transformation into death slaadi. However, those who exist without undergoing the ritual for at least a hundred years take a different road. After retreating for a year, they return as yellow slaadi, possessing incredible energy powers that put them on a par with the death slaadi.

    Yellow slaadi are laconic, condescending and inquisitive. Unlike death slaadi, they rarely seek out greater power than what they already have, and lack the patience to train. Yellows occasionally team up to take on advanced slaadi, such as whites and blacks. If a particular death slaad is spoiling fun in the area, a yellow slaad will take action.

    A yellow slaad stands 16 ft. tall, roughly resembling a froglike humanoid. Its flesh and scales are an iridescent yellow, giving off a brilliant glow. The yellow's face has two long, jagged ridges running from its nostrils to its brow, and two tusklike protrusions on the corners of its jaw. Narrow spikes festoon its shoulders, and it bears three claws on each hand instead of two. The yellow slaad has a set of gills on each side of its head and one on its neck that constantly leak blue mist.

    Combat
    Yellow slaadi are fully aware of their abilities and take advantage of them in combat. In humanoid form, a yellow slaad can still employ its kinetic blades. Generally, it prefers its spell-like abilities and claws, using its poisonous bite sparingly.

    Kinetic Blades (Su) A yellow slaad can project two blades of kinetic energy from its fingertips. These blades work as Large brilliant energy shock bastard swords. Kinetic blades are part of a yellow slaad's kinetic transmission ability.

    Poison (Ex) Injury, Fort save DC 22, initial damage 1d8 Con and 1d8 Cha, secondary damage 1d10 Con and 1d10 Cha. A creature reduced to 0 Cha by the poison must make another Fort save (DC 22) or transform in 1d6 x 10 minutes: if an arcane spellcaster, into a green slaad; if a psionic creature, a pink slaad; if a divine spellcaster, a purple slaad; otherwise, the creature takes another 1d10 Con damage.

    Deflection (Su) The yellow slaad's kinetic energy imparts a +6 deflection bonus while it actively generates a kinetic field around itself. When flat-footed, it is denied its deflection bonus to AC.

    Blinding Brilliance (Ex) A yellow slaad constantly glows with a potent yellow light, shedding bright illumination in a 60 ft. radius. This light effectively gives the slaad a -10 penalty to Hide checks. All those within 30 ft. who look at a yellow slaad must make a Fortitude save (DC 22) or be blinded as per the blindness spell. A creature making the save cannot be affected by the same yellow's brilliance for 24 hours. Yellows are immune to one another's brilliance. (This is also a popular slaad joke.)

    Change Shape (Su) A yellow can assume any Medium or Large humanoid form as a standard action. This prevents the use of its natural weapons, but it may arm itself with appropriate weapons and armor and employ kinetic blades. A yellow slaad remains in one form until it chooses to change to another, but reverts to its natural form when killed. A true seeing spell reveals the slaad's true form.

    Summon Slaad (Sp) Once per day a yellow slaad may attempt to summon a green, purple or pink slaad with a 40% chance of success, or 1-2 red or blue slaadi with a 60% chance of success.

    Spell-Like Abilities (Sp) At will - chaos hammer, color spray, detect magic, dispel magic, fly, identify, invisibility, lightning bolt, magic circle against law, see invisibility, shatter, shocking grasp. 3/day - chain lightning, confusion, dispel law, word of chaos. 1/day - cloak of chaos, power word stun, prismatic spray, prismatic wall, true seeing. Caster level 12th, save DCs Charisma-based.
    Last edited by afroakuma; 2008-10-06 at 01:22 PM.
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Table: Gender (1d8)
    {table=head]Roll|Gender|Gender Code

    1
    |
    Male sexual reproductive
    |MSR|
    2
    |
    Female sexual reproductive
    |FSR|
    3
    |
    Hermaphrodite cross-fertilizing
    |HCP
    4
    |
    Independent budding
    |INB
    5
    |
    Male fertilizing budding
    |MFB
    6
    |
    Female recipient budding
    |FRB
    7
    |
    Nonreproductive
    |NRP
    8
    |
    Nonreproductive, roll again for sex characteristic.
    |N/A
    [/table]

    Table: Coloration (1d12)
    {table=head]Roll|Color

    1
    |
    Brown
    |
    2
    |
    Red
    |
    3
    |
    Blue
    |
    4
    |
    Green
    |
    5
    |
    Purple
    |
    6
    |
    Gray
    |
    7
    |
    Pink
    |
    8
    |
    Orange
    |
    9
    |
    Yellow
    |
    10
    |
    White
    |
    11
    |
    Black
    |
    12
    |
    Azure
    |
    [/table]

    Table: Minor Chaotic Variance (d20)
    {table=head]Roll|Result|Property

    1
    |
    Muscular
    |+2 Str|
    2
    |
    Flexible
    |+2 Dex|
    3
    |
    Healthy
    |+2 Con|
    4
    |
    Cunning
    |+2 Int|
    5
    |
    Savvy
    |+2 Wis|
    6
    |
    Sociable
    |+2 Cha|
    7
    |
    Jointed Spine
    |Balance +4|
    8
    |
    Sticking Digits
    |Climb +4|
    9
    |
    Fleshy Features
    |Disguise +4|
    10
    |
    Oily Skin
    |Escape Artist +4|
    11
    |
    Threaded Inner Ears
    |Gather Information +4|
    12
    |
    Serum Pores
    |Heal +4|
    13
    |
    Camouflage Markings
    |Hide +4|
    14
    |
    Thick-Veined Face
    |Intimidate +4|
    15
    |
    Elastic Tensors
    |Jump +4|
    16
    |
    Cylindrical Ears
    |Listen +4|
    17
    |
    Silken Soles
    |Move Silently +4|
    18
    |
    Nyctatating Membranes
    |Search +4|
    19
    |
    Mystic Olfaction
    |Spellcraft +4|
    20
    |
    Extra Eyes
    |Spot +4|
    [/table]

    Table: Moderate Chaotic Variance (d20)
    {table=head]Roll|Result|Property

    1
    |
    Additional Claw
    |+1d6 damage on each claw attack|
    2
    |
    Narrow Jaw
    |-2 damage on each bite attack|
    3
    |
    Bisecting Jaw
    |+2 damage on each bite attack
    4
    |
    Saber Horns
    |Gore attack melee (2d6+Str bonus, 19-20/x3)|
    5
    |
    Digitigrade Legs
    |+10 ft. base land speed|
    6
    |
    Aerodynamic Spurs
    |+10 ft. all base speeds|
    7
    |
    Bone Plates
    |+2 AC|
    8
    |
    Clotting Ichor
    |+20 HP|
    9
    |
    Scabrous Tissues
    |Fast healing +1|
    10
    |
    Poisonous Fangs
    |Bite delivers poison: Injury, Fort DC (10 + 1/2 HD + Con bonus), initial and secondary damage 1d6 Str|
    11
    |
    Poisonous Claws
    |Claws deliver poison: Injury, Fort DC (10 + 1/2 HD + Con bonus), initial and secondary damage 1d6 Dex|
    12
    |
    Poisonous Flesh
    |Melee attack or recipient of touch delivers poison: Contact, Fort DC (10 + 1/2 HD + Con bonus), initial and secondary damage 1d4 Int|
    13
    |
    Propelled Barbs
    |Barb attack 2 barbs ranged (1d4+Dex bonus), 30 ft. range increment, max range 60 ft.|
    14
    |
    Pyrogenic
    |Attacks deal +1d6 fire damage|
    15
    |
    Cryogenic
    |Attacks deal +1d6 cold damage|
    16
    |
    Electrogenic
    |Attacks deal +1d6 electric damage|
    17
    |
    Oxygenic
    |Attacks deal +1d6 acid damage|
    18
    |
    Audiogenic
    |Attacks deal +1d6 sonic damage|
    19
    |
    Kinetogenic
    |Attacks deal +1d4 force damage|
    20
    |
    Roll Twice
    |Doesn't take a genius, champ|
    [/table]

    Table: Major Chaotic Variance (d20)
    {table=head]Roll|Result|Property

    1
    |
    Sensory Organ
    |Alertness bonus feat (stacks with Alertness feat)|
    2
    |
    Streamlined Physique
    |Athletic bonus feat (stacks with Athletic feat)|
    3
    |
    Tension Glands
    |Combat Reflexes bonus feat (stacks with Combat Reflexes feat)|
    4
    |
    Peripheral Eyespots
    |Dodge bonus feat (stacks with Dodge feat)|
    5
    |
    Polysensory Ganglia
    |Improved Initiative bonus feat (stacks with Improved Initiative feat)|
    6
    |
    Stunning Power
    |Stunning Fist bonus feat (stacks with Stunning Fist feat/ability)|
    7
    |
    Multiplex Laterals
    |Power Attack bonus feat (stacks with Power Attack feat)|
    8
    |
    Flickering Scales
    |Stealthy bonus feat (stacks with Stealthy feat)|
    9
    |
    Massive
    |Up one size category|
    10
    |
    Puny
    |Down one size category|
    11
    |
    Extra Arm
    |One additional claw attack during a full attack action|
    12
    |
    Serpentine
    |Tail slap attack melee (2d8+Str bonus), -10 ft. base land speed|
    13
    |
    Tail
    |Tail slap attack melee (1d8+Str bonus)|
    14
    |
    Spare Mouth
    |One additional bite attack during a full attack action|
    15
    |
    Gender Bender
    |Takes on properties of one additional gender|
    16
    |
    Metallic Scales
    |DR 10/adamantine|
    17
    |
    Tentacle
    |Slam attack melee (2d6+Str bonus)|
    18
    |
    Energy Bowel
    |Breath Weapon: choose acid, cold, electric, fire or sonic, deals 1d6 energy damage per point of Con bonus, Reflex save 10 + 1/2 HD + Con bonus|
    19
    |
    Chaotic Magic
    |One arcane spell of third level or lower as a spell-like ability|
    20
    |
    Roll Twice
    |Don't need to be a rocket surgeon|
    [/table]
    Last edited by afroakuma; 2008-10-07 at 06:46 AM.
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Slaadish (True Slaad)

    {table=head]|Lesser Slaadish|Slaadish|Greater Slaadish
    |Medium Outsider (Chaotic, Extraplanar)|Large Outsider (Chaotic, Extraplanar)|Large Outsider (Chaotic, Extraplanar)|
    HD|6d8+18 (51 hp)|9d8+27 (76 hp)|12d8+48 (114 hp)|
    Init:|+2|+1|+2|
    AC|18; touch 12; flat-footed 16 (+6 natural, +2 Dex)|20; touch 10; flat-footed 19 (+10 natural, +1 Dex, -1 size)|25; touch 11; flat-footed 23 (+14 natural, +2 Dex, -1 size)|
    BAB/Grp|+6/+9|+9/+17|+12/+21|
    Attack|Claw +9 melee (1d6+3)|Claw +12 melee (2d6+4)|Claw +15 melee (2d6+5)|
    Full-Attack| 2 claws +9 melee (2d6+3) and bite +7 melee (1d8+1)|2 claws +12 melee (2d6+4) and bite +10 melee (2d8+2)|4 claws +15 melee (2d6+5) and bite +13 melee (2d8+2)|
    Space/Reach|5 ft. / 5 ft.|10 ft. / 10 ft.|10 ft. / 10 ft.|
    Special Qualities|Slaad traits, chaotic variances, SR 16, fast healing 5, DR 5/lawful|Slaad traits, chaotic variances, SR 20, fast healing 5, DR 10/lawful|Slaad traits, chaotic variances, SR 25, fast healing 10, DR 15/lawful|
    Saves|Fort +8 Ref +7 Will +5|Fort +9 Ref +7 Will +7|Fort +12 Ref +10 Will +11|
    Abilities|Str 16, Dex 15, Con 16, Int 8, Wis 11, Cha 9|Str 18, Dex 13, Con 16, Int 10, Wis 13, Cha 11|Str 22, Dex 15, Con 18, Int 12, Wis 17, Cha 15|
    Skills|63 skill points|96 skill points|135 skill points|
    Feats|Multiattack, two additional feats|Multiattack, three additional feats and one bonus feat|Multiattack, four additional feats and two bonus feats|
    Challenge Rating|~7|~11|~15|
    [/table]

    Speed 30 ft. (6 squares)
    Special Attacks Summon slaad, spell-like abilities
    Environment Ever-Changing Chaos of Limbo
    Organization Solitary
    Treasure Standard
    Alignment Always chaotic neutral
    Advancement -
    Level Adjustment -

    True slaadi are the ultimate exemplars of chaos. While the slaad race as a whole is suffused with chaos, their forms are ultimately ordered due to the Anathema.

    Many slaadish look somewhat similar to their lesser cousins; however, there is no pattern to their coloration or general shape. Some slaadish look more humanoid, others vaguely cephalopoid, and some are simply incomparable to any other being.

    To design a slaadish, roll once on the Gender, Dominant Color and Paragon Chaotic Variations tables. Then add other Chaotic Variations as follows:

    Lesser Slaadish: 2 minor variations, 1 medium variation

    Slaadish: 3 minor variations, 2 medium variations, 1 major variation

    Greater Slaadish: 4 minor variations, 3 medium variations, 2 major variations

    Consider adjusting a slaadish's CR based on the variations rolled.

    Summon Slaad (Sp) Once per day, a lesser slaadish may summon a red slaad with a 60% chance of success. A slaadish may instead summon a blue or green slaad (60% chance) and a greater slaadish may instead summon a pink, purple or gray slaad (40% chance of success).

    Spell-Like Abilities (Sp)
    Lesser slaadish: At will - chaos hammer, color spray, detect magic, disguise self, invisibility, lightning bolt, magic circle against law, see invisibility. 3/day - dispel law. 1/day - fireball, polymorph, true seeing. Caster level 5th, save DCs Charisma-based.

    Slaadish: At will - chaos hammer, color spray, detect magic, dispel magic, identify, invisibility, lightning bolt, magic circle against law, nondetection, see invisibility, shatter, shocking grasp. 3/day - confusion, dispel law, shout. 1/day - prismatic spray, true seeing, word of chaos. Caster level 10th, save DCs Charisma-based.

    Greater slaadish: At will - chaos hammer, color spray, detect magic, dispel magic, fly, freedom of movement, identify, invisibility, lightning bolt, magic circle against law, see invisibility, shatter, shocking grasp. 3/day - bull's strength, confusion, dispel law, word of chaos. 1/day - cloak of chaos, finger of death, power word stun, prismatic spray, true seeing. Caster level 15th, save DCs Charisma-based.

    Table: Paragon Chaotic Variance (d20)
    {table=head]Roll|Result|Property

    1
    |
    No Change
    ||
    2
    |
    Filamented
    |+4 Dex and immune to piercing damage due to being formed of clusters of long, stringlike muscle|
    3
    |
    Brittle
    |-4 Con and -4 natural armor due to being comprised of a flaky, silicate material. Immunity to slashing damage|
    4
    |
    Pyrocorporeal
    |Fire subtype, attacks deal +1d8 fire damage due to overall body composition being colored flames|
    5
    |
    Cryocorporeal
    |Cold subtype, attacks deal +1d8 cold damage due to body self-coating in frost and ice crystals|
    6
    |
    Electrocorporeal
    |Electric immunity, attacks deal +1d6 electric damage due to body being partially kinetic energy|
    7
    |
    Multipedal
    |Two less claw attacks, bite becomes primary attack and base land speed +20 ft. Moves using more than two limbs|
    8
    |
    Polypus
    |Two tentacles melee (2d6+Str bonus) Has 2d4+4 tentacles instead of legs|
    9
    |
    Wings
    |Fly 60 ft. (average) using 1d4 squamous jointed wings|
    10
    |
    Quasireal
    |Incorporeal subtype|
    11
    |
    Tauric
    |Base land speed +20 ft. due to two extra legs. Gains Pounce and Rake (1d6 + 1/2 Str bonus). Can select feats and take actions as though mounted|
    12
    |
    Chiropteroid
    |Two less claw attacks, Fly 40 ft. (good) and Flyby Attack as a bonus feat|
    13
    |
    Cephalovampiroid
    |One mouth tentacle -4 penalty melee (1d4+Dex + energy drain), 1 negative level, DC 10 + 1/2 HD + Cha bonus. Weapon Finesse (mouth tentacle) as a bonus feat.
    14
    |
    Necroid
    |Is treated as though having Undead traits in addition to its outsider and slaad traits, except where they would conflict. Has little to no flesh; skeleton is clearly exposed in many places|
    15
    |
    Geloid
    |Is treated as having Ooze traits excepting Mindless; if the slaad has eyes, it also does not have the Blind trait. Gains Engulf special ability. Resembles a colored gelatinous cube with pseudopoid limbs and random organs|
    16
    |
    Dracoid
    |Apply the Half-Dragon template, retaining the Outsider type|
    17
    |
    Neochaotic
    |Roll 1d4 additional minor Chaotic Variations|
    18
    |
    Mesochaotic
    |Roll 1d4 additional minor Chaotic Variations and 2 additional medium Chaotic Variations|
    19
    |
    Archaeochaotic
    |Roll 1d4 additional minor Chaotic Variations, 1d4 additional medium Chaotic Variations and 2 additional major Chaotic Variations|
    20
    |
    Fractal
    |Immune to critical hits and flanking. Creatures within 30' observing the slaad must make a Will save (DC 10 + 1/2 HD + Int bonus) or be confused as the spell cast by a 20th level sorcerer. Can use Scintillating pattern three times per day as a full-round supernatural ability centered on the slaad, as the spell cast by a 20th level sorcerer. A creature viewing the slaad with true seeing is immediately feebleminded (no save.) Resembles a prismatic rotating multiplexed helix shape, forever iterating into impossibly small patterns. Has discernible limbs, head and mouth
    [/table]
    Last edited by afroakuma; 2008-10-07 at 08:14 PM.
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Ssendam, Slaad Lord of Insanity
    Huge Outsider (Chaotic, Extraplanar)
    HD 42d8+378 (807 hp)
    Speed 30 ft. (6 squares); fly 20 ft. (perfect)
    Init: +13
    AC 52; touch 32; flat-footed 43 (+20 natural, +15 deflection, +9 Dex, -2 size)
    BAB +42; Grp +60
    Attack Slam +50 melee (3d8+10 and energy drain)
    Full-Attack 4 slams +50 melee (3d8+10 and energy drain)
    Space 20 ft.; Reach 15 ft.
    Special Attacks Mindshatter, energy drain, improved grab, engulf, summon slaad, spell-like abilities
    Special Qualities Change shape, ooze traits, slaad traits, slaad lord traits, SR 42, fast healing 25, DR 30/lawful, telepathy 400 ft.
    Saves Fort +37 Ref +34 Will +39
    Abilities Str 31, Dex 27, Con 38, Int 28, Wis 39, Cha 36
    Skills Bluff +58, Climb +55, Concentration +59, Diplomacy +58, Disguise +58, Escape Artist +54, Hide +46, Intimidate +58, Knowledge (arcana) +54, Knowledge (the planes) +54, Listen +57, Move Silently +54, Search +54, Sense Motive +57, Spellcraft +54, Spot +57, Tumble +54
    Feats Awesome Blow, Cleave, Combat Reflexes, Dire Charge (E), Great Cleave, Improved Bull Rush, Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (prismatic spray) (B), Spell Stowaway (foresight) (E), Spell Stowaway (heal) (E), Spell Stowaway (stoneskin) (E), Weapon Focus (pseudopod)
    Environment Ever-Changing Chaos of Limbo
    Organization Solitary
    Challenge Rating 32
    Treasure Standard
    Alignment Chaotic neutral

    Ssendam is the oldest and most primal slaad lord, the first of her kind to ascend to ultimate chaos. Her domain is Insanity, which she takes to with reckless glee, ignoring other slaadi unless she feels contested by them.

    In her true form, Ssendam is a horrific sight - a translucent yellow-gold ooze, 20 ft in diameter, extruding four amoebic pseudopods. At the heart of this quivering mass is nested a dark blue brain, whose stem extends into the ooze, vanishing into microscopic nerve endings. Ssendam either oozes along surfaces or simply defies gravity, slowly floating along as she pleases.

    Combat
    Ssendam engages in combat with anything in her way. Slaadi who enjoy accompanying the Lord of Insanity make sure to do so from a safe distance. Ssendam fights mindlessly in her true form, barely aware enough to transform. However, she will never willingly fight to the death if there is any other option.

    Mindshatter (Sp) A creature struck by two or more of Ssendam's pseudopods in a single round is affected by a potent, crippling magical effect. On a failed Will save (DC 44), the hapless victim is affected as though by blindness, feeblemind and insanity and takes 4d6 temporary Wisdom damage. Caster level 32nd, save DC Cha-based. On a successful save, the victim takes only 2d6 temporary Wisdom damage.

    Energy Drain (Sp) A creature struck by Ssendam's slam attack must make a Fort save (DC 44) or receive 1d4 negative levels. Caster level 32nd, save DC Cha-based.

    Improved Grab (Ex) If Ssendam hits a Huge or smaller creature with three or more pseudopods, she deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Ssendam may engulf a grappled creature as a move action.

    Engulf (Ex) Ssendam can simply mow down Large or smaller creatures as a standard action. Ssensam merely has to move over the opponents, affecting as many as she can cover. Opponents can make opportunity attacks against her, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 41 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as Ssendam moves forward. Engulfed creatures suffer slam damage and are subject to Ssendam's digestive enzymes, which deal 4d12+9 acid damage each round, and are considered to be grappled and pinned within her body. A creature dying of this acid is disintegrated. The save DC is Strength-based.

    Change Shape (Su) Ssendam may change shape as a standard action that does not provoke an attack of opportunity. She may take the form of a Large golden slaad or a Medium golden-skinned elf woman. True seeing on either of these forms will reveal only the golden slaad form.

    Ooze Traits Ssendam only has access to ooze traits while in her true form. In either slaad or elf form, she loses these traits.

    Slaad Lord Traits As a slaad lord, Ssendam is immune to polymorphing, petrification, or any form-altering attack. She is not subject to energy drain or ability drain. She is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Ssendam is not subject to death from massive damage. Ssendam has an innate +15 deflection bonus to AC. Additionally, Ssendam automatically gains control of (chooses new targets for) any of the following spells cast in a 400' radius: confusion, enthrall, feeblemind, hypnotic pattern, phantasmal killer, symbol (insanity) and weird.

    Summon Slaad (Sp) Three times per day Ssendam may gate in a single slaad of any color or a death slaad.

    Spell-Like Abilities (Sp) At will - animate objects, chaos hammer, circle of death, color spray, confusion, cloak of chaos, deeper darkness, detect magic, dispel magic, fear, fireball, fly, identify, insanity, invisibility, lightning bolt, magic circle against law, see invisibility, shatter, shocking grasp. 3/day - chain lightning, dispel law, feeblemind, finger of death, mass charm, power word blind, power word stun, prismatic spray, symbol (insanity), true seeing, word of chaos. 1/day - implosion, maze, weird. Caster level 32nd, save DCs Cha-based.
    Last edited by afroakuma; 2009-01-19 at 09:18 PM.
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Ygorl, Slaad Lord of Entropy
    Huge Outsider (Chaotic, Extraplanar)
    HD 34d8+238 (391 hp)
    Speed 30 ft. (6 squares); fly 40 ft. (average)
    Init: +3
    AC 39; touch 19; flat-footed 36 (+20 natural, +8 deflection, +3 Dex, -2 size)
    BAB +36; Grp +58
    Attack Claw +48 melee (4d6+14, 19-20/x2) or Dread Scythe of Cosmic Entropy +49 melee (3d6+19 + 1d6 cold + 2d6 negative energy and disintegrate, 19-20/x4, +3d6 and 3d10 cold)
    Full Attack 2 claws +48 melee (4d6+14, 19-20/x2) and bite +46 melee (3d8+7, 18-20/x2) or Dread Scythe of Cosmic Entropy +49/+44/+39/+34 melee (3d6+19 + 1d6 cold + 2d6 negative energy and disintegrate, 19-20/x4, +3d6 and 3d10 cold)
    Space 10 ft.; Reach 15 ft.
    Special Attacks Summon slaad, spell-like abilities
    Special Qualities Alternate form, slaad traits, slaad lord traits, SR 35, fast healing 20, DR 30/lawful
    Saves Fort +28 Ref +24 Will +28
    Abilities Str 38, Dex 17, Con 25, Int 34, Wis 25, Cha 36
    Skills Bluff +50, Climb +51, Concentration +44, Diplomacy +50, Disguise +50, Escape Artist +40, Gather Information +50, Hide +32, Intimidate +50, Knowledge (arcana) +49, Knowledge (the planes) +49, Jump +51, Listen +44, Move Silently +40, Search +49, Sense Motive +44, Spellcraft +49, Spot +44, Tumble +40, Use Magic Device +50
    Feats Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Great Fortitude, Improved Critical (scythe), Improved Initiative, Improved Trip, Iron Will, Multiattack, Overwhelming Critical (scythe), Power Attack
    Environment Ever-Changing Chaos of Limbo
    Organization Solitary or with Shkiv (great wyrm brass dragon)
    Challenge Rating 29
    Treasure Standard
    Alignment Chaotic neutral

    Ygorl is the second slaad lord, considered by most to be the planar ruler of Limbo, at least as much as such a plane can have a definite ruler. Ygorl aided in the founding of the Spawning Stone, and participated in First and Second Anathema for fear of losing his power.

    Ygorl appears as a 15 ft. tall blackened humanoid skeleton, with short horns protruding from his skull and bat wings extending from his scapulae. His eye sockets each contain a flickering, prismatic point of light. Ygorl is not often seen without his mount Shkiv, a great brass wyrm, and is almost never without the Dread Scythe of Cosmic Entropy, his symbol of office.

    Combat
    Ygorl believes in breakdown, destruction and death, but not in a malicious fashion. Rather, he has a drive towards total cosmic entropy, making him a dangerous force in the multiverse. If challenged, he is as likely to fight as to ignore the challenger. However, he is a cunning and deadly opponent, using his scythe and spell-like abilities to full extent.

    Alternate Form (Su) On any plane other than Limbo, Ygorl may take the form of a Medium dark-skinned humanoid warrior in adamantine armor. True seeing on this form will reveal only a pure-black image of the humanoid form.

    Slaad Lord Traits As a slaad lord, Ygorl is immune to polymorphing, petrification, or any form-altering attack. He is not subject to energy drain or ability drain. He is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Ygorl is not subject to death from massive damage. Ygorl has an innate +8 deflection bonus to AC. Additionally, Ygorl automatically gains control of (chooses new targets for) any of the following spells cast in a 60' radius: destruction, disintegrate, dispel magic, gaseous form, inflict wounds, shatter, symbol (weakness) and whirlwind.

    Summon Slaad (Sp) Three times per day Ygorl may gate in a single slaad of any color or a death slaad.

    Spell-Like Abilities (Sp) At will - animate objects, chaos hammer, circle of death, confusion, cloak of chaos, deeper darkness, detect magic, disintegrate, dispel magic, fear, fireball, fly, identify, invisibility, lightning bolt, magic circle against law, plane shift, see invisibility, shatter, shocking grasp, symbol (weakness). 3/day - cone of cold, dispel law, finger of death, polar ray, power word blind, power word stun, prismatic spray, true seeing, word of chaos. 1/day - destruction, shapechange. Caster level 20th, save DCs Cha-based.


    Dread Scythe of Cosmic Entropy

    This Huge entropic icy burst scythe +5 will disintegrate any creature struck by it, as its wielder wills. The foe may make a Fort save (DC 23) to avoid disintegration.
    Last edited by afroakuma; 2008-11-10 at 08:55 PM.
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Rennbuu, Slaad Lord of Colors
    Large Outsider (Chaotic, Extraplanar)
    HD 29d8+261 (391 hp)
    Speed 30 ft. (6 squares)
    Init: +10
    AC 43; touch 23; flat-footed 37 (+20 natural, +8 deflection, +6 Dex, -1 size)
    BAB +29; Grp +44
    Attack Claw +39 melee (3d6+11, 19-20/x2) or prismatic ray +34 ranged touch
    Full-Attack 4 claws +39 melee (3d6+11, 19-20/x2) and bite +37 melee (3d8+5) or 2 prismatic rays +34 ranged touch
    Space 10 ft.; Reach 10 ft.
    Special Attacks Prismatic ray, transmutation, summon slaad, spell-like abilities
    Special Qualities Slaad traits, slaad lord traits, SR 35, fast healing 20, DR 25/lawful
    Saves Fort +25 Ref +22 Will +24
    Abilities Str 32, Dex 23, Con 28, Int 24, Wis 23, Cha 39
    Skills Bluff +47, Climb +44, Concentration +42, Diplomacy +47, Disguise +47, Escape Artist +39, Gather Information +47, Intimidate +47, Knowledge (the planes) +40, Jump +44, Listen +39, Move Silently +39, Search +40, Sense Motive +39, Spot +39
    Feats Cleave, Combat Reflexes, Great Cleave, Improved Critical (claw), Improved Initiative, Iron Will, Multiattack, Point Blank Shot, Precise Shot, Spell Stowaway (prismatic sphere) (E)
    Environment Ever-Changing Chaos of Limbo
    Organization Solitary or with coterie (2d6 red or blue slaadi and 1d4 green, purple or pink slaadi)
    Challenge Rating 28
    Treasure Double standard
    Alignment Chaotic neutral

    Rennbuu is the third slaad lord (though sometimes mistaken for fourth), master of Colors. Though merely a nuisance on other planes, in Limbo he is an icon of life and death, for Rennbuu can bestow color (and thus status and power) to other slaadi.

    Rennbuu is a 12' tall slaad with fine chitin, patterned facial cornification and prismatic skin. He bears a shock of pure white hair, and dresses finely. Rennbuu is often accompanied by sycophantic slaadi, all secretly hoping for a promotion in color. Yellows, oranges and azures tend to avoid him, as there is little he can do to advance their status. Death slaadi openly fear him, and even the dreaded Ygorl thinks carefully before coming anywhere near Rennbuu.

    Combat
    Rennbuu is mischievous and often malicious, using his transmutation ability to impart culturally stigmatized coloration or patterns to creatures. Whether recoloring dragons, darkening moon elf skin or putting stripes on a dwarf, he is a certified nuisance. His prismatic rays usually lead off any serious combat, and Rennbuu values his existence enough to abscond from a fight to the death.

    Prismatic Ray (Su) As prismatic spray cast by a 20th level caster, except 5' by 30' line, targeting one creature and affecting that creature with one ray color (reroll an 8.) Save DCs Charisma-based.

    Transmutation Rennbuu can impart a new color to anything he touches as a free action. This ability allows him to alter hue, pattern and relative fluorescence of any surface he touches, including flesh. Rennbuu may choose to make the effect permanent or maintain it until dismissal, at his discretion. Only a wish or miracle can reverse a color change. The DM may wish to apply an ad hoc Charisma, Disguise Diplomacy or Hide penalty depending on the color and pattern used. Note that Rennbuu can make a creature glow, as well.

    On the plane of Limbo, this ability is far more feared: On a successful touch attack, Rennbuu may transform any slaad (but not slaadish) into any other colored slaad caste. He may not promote a slaad to death slaad, but can demote a death slaad to any other color.

    Slaad Lord Traits As a slaad lord, Rennbuu is immune to polymorphing, petrification, or any form-altering attack. He is not subject to energy drain or ability drain. He is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Rennbuu is not subject to death from massive damage. Rennbuu has an innate +8 deflection bonus to AC. Additionally, Rennbuu automatically gains control of (chooses new targets for) any of the following spells cast in a 60' radius: color spray, glitterdust, hypnotic pattern, prestidigitation, prismatic spray, rainbow pattern and scintillating pattern.

    Summon Slaad (Sp) Three times per day Rennbuu may summon a single slaad of any color or a death slaad.

    Spell-Like Abilities (Sp) At will - animate objects, chaos hammer, circle of death, confusion, deeper darkness, detect magic, dispel magic, fear, fireball, fly, glitterdust, hypnotic pattern, identify, invisibility, lightning bolt, magic circle against law, plane shift, rainbow pattern, see invisibility, shatter. 3/day - cloak of chaos, dispel law, finger of death, power word blind, power word stun, prismatic spray, prismatic wall, scintillating pattern, true seeing, word of chaos. 1/day - prismatic sphere, shapechange. Caster level 20th, save DCs Cha-based.
    Last edited by afroakuma; 2008-11-10 at 08:57 PM.
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Chourst, Slaad Lord of Randomness
    Huge Outsider (Chaotic, Extraplanar)
    HD 32d8+192+30 (366 hp)
    Speed 50 ft. (10 squares)
    Init: +12
    AC 38; touch 18; flat-footed 36 (+20 natural, +8 deflection, +2 Dex, -2 size)
    BAB +32; Grp +49
    Attack Claw +39 melee (2d6+9 + 1d6 fire + 1d6 cold + 1d6 electric, 19-20/x2 and 1d10 fire + 1d10 cold + 1d10 electric)
    Full-Attack 4 claws +39 melee (2d6+9 + 1d6 fire + 1d6 cold + 1d6 electric, 19-20/x2 and 1d10 fire + 1d10 cold + 1d10 electric) and bite +37 melee (3d8+5 + 1d6 acid + 1d6 force)
    Space 10 ft.; Reach 15 ft.
    Special Attacks Corporeal instability, confusing surge, crush, wild energy, summon slaad, spell-like abilities
    Special Qualities Magical wildness, roiling chaos, perfect unpredictability, wilder fortune, slaad traits, slaad lord traits, SR 30, fast healing 20, DR 25/lawful
    Saves Fort +24 Ref +20 Will +27
    Abilities Str 28, Dex 15, Con 23, Int 20, Wis 28, Cha 33
    Skills Bluff +46, Climb +44, Concentration +41, Diplomacy +46, Disguise +46, Escape Artist +37, Intimidate +46, Knowledge (the planes) +40, Jump +44, Listen +44, Search +40, Sense Motive +44, Spot +44
    Feats Awesome Blow, Chaotic Mind (P), Cleave, Epic Toughness (E), Great Cleave, Improved Critical (claw), Improved Initiative, Multiattack, Penetrate Damage Reduction (adamantine) (E), Power Attack, Spell Stowaway (cone of cold), Spell Stowaway (fireball) (BE), Spell Stowaway (lightning bolt) (BE), Spell Stowaway (magic missile) (BE), Spell Stowaway (Melf's acid arrow) (BE)
    Environment Ever-Changing Chaos of Limbo
    Organization Solitary
    Challenge Rating 27
    Treasure Standard
    Alignment Chaotic neutral

    Chourst is the fourth slaad lord, who "slipped through the cracks" of First Anathema to acquire true chaos. Ignored by Ssendam, tolerated by Rennbuu and approved of by Ygorl, Chourst's only real foes are in the plane of Mechanus - but they are legion. As Lord of Randomness, Chourst goes where he pleases, spreading merry chaos to further his own pleasure.

    Chourst is a 20' tall, chalk-white slaad, with a nebulous chromatic glow flickering around him making him appear even brighter. His skin follows no consistent patterns of cornification or chitin, but is scaled and hairless. Chourst's eyes flash all colors, and there is rarely anything but a wily smirk or a gleeful grin plastered on his face. Of course, Chourst enjoys using shapechange to try out different forms as well.

    Combat
    Chourst is just as likely to abandon combat as continue it. He will attempt to disable any real threat, however. Chourst is not above multiple uses of his confusing surge.

    Corporeal Instability (Su) A blow from Chourst against a living creature can cause a terrible transformation. The creature must succeed on a DC 32 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils. The save DC is Constitution-based.

    An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

    Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast.

    A victim can regain its own shape by taking a standard action to attempt a DC 20 Charisma check (this save DC never varies). A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.

    Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).

    Confusing Surge (Su) As a standard action, Chourst may emit a wave of confusion in a 30' radius. All creatures within the wave (including Chourst) must make a Will save (DC 35) or become confused as per the confusion spell cast by a 10th level cleric. The save DC is Wisdom-based. For each time Chourst has used this ability in an encounter, he takes a -4 penalty to his Will save.

    Crush (Ex) While flying or jumping and at least Huge size, Chourst may land on opponents as a standard action, using his whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the slaad lord (though he can attempt normal overrun or grapple attacks against larger opponents).

    A crush attack affects as many creatures as can fit under Chourst's body. Creatures in the affected area must succeed on a Reflex save (DC 32) or be pinned, automatically taking 2d8+13 bludgeoning damage during the next round unless Chourst moves off them. If Chourst chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

    Wild Energy (Sp) Chourst's claws are constantly wreathed in a chaotic swirl of flame, ice and electricity, which he may suppress as a free action. His bite produces acid and magical force when used, which he may suppress as a free action.

    Magical Wildness (Su) Spells cast within 30' of Chourst are affected by wild magic (Manual of the Planes p. 14) unless a successful caster level check (DC 37) is made.

    Roiling Chaos On the plane of Limbo, stabilized areas within 30' of Chourst automatically break down into chaos.

    Perfect Unpredictability (Ex) Chourst's pure randomness makes his attacks harder to predict, giving him a +2 bonus to attack rolls and +6 to initiative.

    Wilder Fortune (Su) When making a saving throw, Chourst rolls 2d20 and takes the lower result. If either die results in a 20, the save is automatically successful. If either die is a 1, the save automatically fails.

    Slaad Lord Traits As a slaad lord, Chourst is immune to polymorphing, petrification, or any form-altering attack. He is not subject to energy drain or ability drain. He is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Chourst is not subject to death from massive damage. Chourst has an innate +8 deflection bonus to AC. Additionally, Chourst automatically gains control of (chooses new targets for) any of the following spells cast in a 60' radius: animate objects, baleful polymorph, darkness, deeper darkness, delayed blast fireball, featherfall, geas/quest, greater invisibility, invisibility, polymorph, polymorph any object, shatter and teleport.

    Summon Slaad (Sp) Three times per day Chourst may summon a single pink, green, gray or purple slaad.

    Spell-Like Abilities (Sp) At will - animate objects, chaos hammer, circle of death, cone of cold, confusion, deeper darkness, detect magic, dispel magic, fireball, fly, invisibility, lightning bolt, magic circle against law, magic missile, Melf's acid arrow, plane shift, shatter. 3/day - baleful polymorph, cloak of chaos, dispel law, geas/quest, power word stun, prismatic spray, righteous might, word of chaos. 1/day - polymorph any object, shapechange. Caster level 20th, save DCs Cha-based.
    Last edited by afroakuma; 2008-11-10 at 08:59 PM.
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Sorel, Slaad Lord of Anarchy
    Large Outsider (Chaotic, Extraplanar)
    HD 21d8+105+30 (226 hp)
    Speed 40 ft. (80 squares); fly 20 ft. (poor); swim 60 ft.
    Init: +11
    AC 44; touch 24; flat-footed 37 (+20 natural, +8 deflection, +7 Dex, -1 size)
    BAB +21; Grp +36
    Attack Claw +31 melee (3d6+11, 19-20/x2) or tentacle +31 melee (2d8+5 and poison) or tail slap +31 melee (4d6+11)
    Full-Attack 2 claws +31 melee (3d6+11, 19-20/x2) and 2 tentacles +29 melee (2d8+5 and poison) and tail slap +29 melee (4d6+5)
    Space 10 ft.; Reach 10 ft.
    Special Attacks Constrict 4d6+15, improved grab, euphoria toxin, summon slaad, spell-like abilities
    Special Qualities Change shape, slaad traits, slaad lord traits, SR 30, fast healing 15, DR 20/lawful
    Saves Fort +17 Ref +21 Will +19
    Abilities Str 33, Dex 25, Con 20, Int 24, Wis 25, Cha 26
    Skills Bluff +32, Climb +35, Concentration +29, Diplomacy +32, Disguise +32, Escape Artist +32, Intimidate +32, Knowledge (arcana) +31, Knowledge (the planes) +31, Listen +32, Search +31, Sense Motive +32, Spot +32, Tumble +32, Use Magic Device +32
    Feats Cleave, Combat Expertise, Epic Toughness (E), Great Cleave, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Multiattack
    Environment Ever-Changing Chaos of Limbo
    Organization Solitary
    Challenge Rating 25
    Treasure Standard
    Alignment Chaotic neutral

    Sorel is the youngest slaad lord, only recently gaining power during the furor of Second Anathema. Although formerly known as Ygorl's favored apprentice, the Lord of Anarchy is already making a name for herself in the chaotic planes.

    Sorel bears a superficial resemblance to a marilith, appearing as a beautiful elf woman from the waist up, with a long serpentine tail where legs would be. She has only two arms, but bears long tentacles extending from the backs of her slender shoulders. Sorel is bald and has a large, ridged fin running from her forehead to the midpoint of her tail. Two wings, resembling colorful fish fins, extend from the outer sides of her scapulae. Sorel's overall body coloraton runs a vicious crimson, with spots of bright blue and yellow.

    Sorel dresses herself finely, and enjoys satiating her lusts. She is also a capable and manipulative demagogue.

    Combat
    Sorel enjoys combat greatly, having spent much of her existence as a death slaad. She is clever and controlling, employing her tail slam, constriction and euphoric toxin to disable multiple foes. She may also utilize magical items, such as her many wands or her rod of lordly might.

    Constrict (Ex) Sorel deals 4d6+15 points of damage with a successful grapple check. The constricted creature must succeed on a DC 31 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

    Improved Grap (Ex) To use this ability, Sorel must hit with her tail slap attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she succeeds on the grapple check, she can constrict.

    Euphoria Toxin (Ex) Contact, Fortitude DC 25, initial damage 1d6 Wis and calmed, secondary damage 2d6 Wis and sleep. The save DC is Constitution-based. Spell effects as calm emotions and symbol (sleep), caster level 20th, DCs Con-based.

    Change Shape (Su) Sorel may change shape as a standard action that does not provoke an attack of opportunity. She may take the form of a Medium death slaad with black and crimson coloration or a Medium pale-skinned humanoid female. True seeing on either of these forms will reveal only the death slaad form.

    Slaad Lord Traits As a slaad lord, Sorel is immune to polymorphing, petrification, or any form-altering attack. She is not subject to energy drain or ability drain. She is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Sorel is not subject to death from massive damage. Sorel has an innate +8 deflection bonus to AC. Additionally, Sorel automatically gains control of (chooses new targets for) any of the following spells cast in a 60' radius: bear's endurance, bull's strength, cat's grace, charm monster, charm person, dominate monster, dominate person, eagle's splendor, fox's cunning, greater heroism, haste, heroism, and owl's wisdom, as well as mass versions of any of those spells.

    Summon Slaad (Sp) Three times per day Sorel may summon a single purple, azure, yellow or pink slaad, or 2-4 blue, red or green slaadi.

    Spell-Like Abilities (Sp) At will - chaos hammer, circle of death, confusion, deeper darkness, detect magic, dispel magic, fireball, fly, invisibility, invisibility sphere, lightning bolt, magic circle against law, mass charm, plane shift, rage, see invisibility, shatter, suggestion. 3/day - cloak of chaos, dispel law, dominate monster, eagle's splendor, enervation, fox's cunning, geas/quest, greater heroism, power word stun, righteous might, true seeing, word of chaos. 1/day - shapechange, symbol (persuasion), sympathetic vibration, weird. Caster level 20th, save DCs Cha-based.
    Last edited by afroakuma; 2008-11-10 at 09:07 PM.
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  15. - Top - End - #15
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Huh. That's interesting. I'm digging the new twist you've given the plane and the Slaad.

    My only question is this: are you going to be doing a short dissertation on Slaad society? Since the Slaad have been further defined in terms of reproduction (central to their nature now), their society must logically (if I can use logic with chaos creatures) revolve around reproduction and "gender" (can't think of a better term).

    Also, tossing a random guess that the new lord is *maybe* Bazim-Gorag (doubtful at best). It could also be Wartle or Xanxost. Here's hoping for Wartle, since I know nothing about him, and only heard of him recently.

    EDIT: Totally forgot, it could also be Sorel. Heh. Forgot him totally.

    Lastly, once more, amazing stuff afroakuma. Can't wait to watch your next slaadi and your next projects!

    -argus
    Last edited by arguskos; 2008-10-06 at 02:39 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Azure Slaad
    Large Outsider (Chaotic, Extraplanar)
    HD 18d8+108 (189 hp)
    Speed 60 ft. (12 squares); swim 60 ft.
    Init: +9
    AC 30; touch 14; flat-footed 25 (+16 natural, +5 Dex, -1 size)
    BAB +18; Grp +29
    Attack Claw +26 melee (3d6+9, 19-20/x2) or azure aura +21 melee touch (1d10+4 cold and 1d10+4 electric)
    Full-Attack 4 claws +26 melee (3d6+9, 19-20/x2) and bite +24 melee (2d8+4) or azure aura +21 melee touch (1d10+4 cold and 1d10+4 electric) and 2 claws +24 melee (3d6+9, 19-20/x2) or 2 azure auras +21 melee touch (3d8+4 cold and 3d8+4 electric)
    Space 10 ft.; Reach 10 ft.
    Special Attacks Breath weapon, azure aura, ice wave, summon slaad, spell-like abilities
    Special Qualities Change shape, fire immunity, surf, slaad traits, SR 28, fast healing 15, DR 15/lawful
    Saves Fort +17 Ref +18 Will +15
    Abilities Str 25, Dex 21, Con 22, Int 15, Wis 18, Cha 18
    Skills Bluff +25, Climb +28, Intimidate +25, Jump +28, Knowledge (the planes) +23, Listen +25, Search +23, Sense Motive +25, Spot +25, Tumble +26
    Feats Combat Reflexes, Dodge (B), Improved Critical (claw), Improved Overrun, Improved Initiative (B), Improved Natural Attack (claw), Lightning Reflexes (B), Mobility (B), Multiattack, Power Attack, Spring Attack
    Environment Ever-Changing Chaos of Limbo
    Organization Solitary
    Challenge Rating 19
    Treasure Standard
    Alignment Always chaotic neutral
    Advancement 19-29 HD (Large); 30-50 HD (Huge)
    Level Adjustment -

    Azure slaadi are among the most powerful base slaadi in existence. They are freewheeling souls in search of entertainment, with a serious need for speed.

    A typical azure slaad stands 10' tall. They are built athletically, with a sleek aesthetic that includes aerodynamic fins on the elbows, shoulders and kneecaps. Less chitinous than many of their brethren, they display only slight cornification and have very fine scales. An azure slaad is overall a light blue color, running to electric blue, cerulean and standard blue in spots. A few random patches of scales will show the azure slaad's previous coloration. These are usually just random splotches, but can be as regular as stripes. An azure slaad often leaves a slight, tingling chill in the air.

    Combat
    Azure slaadi use their surfing abilities to rush around the battlefield. They use aura attacks when necessary, and rarely see the need to employ their spell-like abilities.

    Breath Weapon (Su) Three times per day, an azure slaad may unleash its breath weapon as a standard action. This breath is a 30' cone of chilling gas, dealing 8d6 cold damage and paralyzing those caught in the gas for 2d4 rounds. A successful Reflex save (DC 26) halves the damage and slows affected creatures for 1d4 rounds instead. A creature paralyzed by the chilling gas takes an additional 1d6 cold damage each round until the paralysis wears off or is removed.

    Azure Aura (Su) An azure slaadi is shrouded in a thin coruscating aura of electric blue light. As a standard attack, it may extend this aura to strike all adjacent foes with a melee touch attack, dealing 1d10+4 cold and 1d10+4 electric damage. Alternately, as a full attack, the slaad can focus two waves of its aura and target them at one or two foes. Each concentrated wave deals 3d8+4 electric and 3d8+4 cold damage to the creature it strikes. The attack rolls and strength of the aura are Charisma-based.

    Surf (Ex) An azure slaad can open glands in its legs that leak a frigid, slippery fluid. This liquid has two properties: firstly, it acts as a grease spell lasting two rounds on any square the azure slaad moves through, except that the Balance DC is 15. Secondly, it allows the azure slaad to "surf" on it. Double the slaad's movement speed, and apply a +4 bonus to bull rush, charge and overrun checks. While surfing, an azure slaad may only move in 10 ft. increments. Initiating or terminating a surf is a swift action.

    Ice Wave (Ex) An azure slaad with at least 10' of movement remaining may veer sharply to one side, opening supercooling glands on its legs as it does so. The resulting splash of icy grease cuts forward in a 10' line, dealing 6d6 cold damage to creatures caught within. Alternately, the slaad may spray the two squares parallel to the turn. Creatures caught in the wave may make a Reflex save (DC 24) for half damage.

    Summon Slaad (Sp) Once per day an azure slaad may attempt to summon a yellow or orange slaad with a 40% chance of success, or 1-2 red, blue or green slaadi with a 60% chance of success.

    Change Shape (Su) An azure can assume any Medium or Large humanoid form as a standard action. This prevents the use of its natural weapons, but it may arm itself with appropriate weapons and armor. An azure slaad remains in one form until it chooses to change to another, but reverts to its natural form when killed. A true seeing spell reveals the slaad's true form.

    Spell-Like Abilities (Sp) At will - chaos hammer, color spray, cone of cold, deeper darkness, detect magic, dispel magic, fly, freedom of movement, haste, identify, invisibility, lightning bolt, magic circle against law, see invisibility, shatter, shocking grasp, solid fog, wind wall. 3/day - confusion, dispel law, word of chaos. 1/day - chain lightning, cloak of chaos, power word stun, true seeing. Caster level 16th, save DCs Charisma-based.
    Last edited by afroakuma; 2008-10-13 at 01:16 AM.
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Actually, Wartle was called the Lord of Formlessness (extrapolated from the other four titles). It's a bit of a stretch, but hey, he's around.

    Heh, last-second edits ftw!! Though... Sorel isn't a Lord yet... huh. Interesting.

    Anyhoo, I'll scoot on outta your thread for awhile.

    -argus

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Indigo Slaad
    Medium Outsider (Chaotic, Extraplanar)
    HD 18d8+54 (135 hp)
    Speed 40 ft. (8 squares)
    Init: +13
    AC 36; touch 24; flat-footed 27 (+12 natural, +9 Dex, +5 deflection)
    BAB +18; Grp +25
    Attack Claw +29 melee (2d6+6 + 3d6+3 acid and cursed wound) or stab +30 melee (1d10+6 and energy drain and cursed wound, 17-20/x2)
    Full-Attack 2 claws +29 melee (2d6+6 + 3d6+3 acid and cursed wound) or 2 stabs +30 melee (1d10+6 and energy drain and cursed wound, 17-20/x2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Cursed wound, caustic stain, sword arms, energy drain, summon slaad, spell-like abilities
    Special Qualities Change shape, vortex body, slaad traits, SR 32, fast healing 15, DR 20/lawful
    Saves Fort +14 Ref +20 Will +17
    Abilities Str 23, Dex 29, Con 16, Int 20, Wis 23, Cha 26
    Skills Bluff +29, Climb +25, Diplomacy +29, Hide +30, Intimidate +29, Jump +25, Knowledge (the planes) +26, Listen +27, Move Silently +30, Search +26, Sense Motive +27, Spot +27, Tumble +30
    Feats Cleave (B), Combat Expertise, Combat Reflexes, Dodge (B), Improved Critical (sword arm), Improved Initiative, Mobility (B), Great Cleave (B), Quicken Spell-Like Ability (spell turning), Weapon Finesse, Weapon Focus (grapple), Weapon Focus (sword arm)
    Environment Ever-Changing Chaos of Limbo
    Organization Solitary
    Challenge Rating 21
    Treasure Standard
    Alignment Always chaotic neutral
    Advancement 19-29 HD (Large); 30-50 HD (Huge)
    Level Adjustment -

    Indigo slaadi are possibly the most intimidating of the baser slaadi. Only a death slaad gives more pause. Despite their meager stature, indigo slaadi command an array of powers that astound their lesser brethren.

    An indigo slaad stands 5'6" tall. Its overall coloration is of a deep blue that never seems to veer into purple. Indigo slaadi bear solid golden claws on their hands, and their eyes are similarly metallic. Less primal-looking than other great slaadi, they show no pronounced chitin or cornification, although a close examination reveals very fine scales.

    Indigo slaadi are the personification of chaos as a primal void. They are dispassionite, selfish and can consume anything. That said, they are usually very moderate, do not join together to form factions and leave "rulership" to lesser slaadi. They also enjoy testing their mettles against death slaadi who have acquired great training.

    Combat
    Indigo slaadi prefer and opening salvo of acid-filled wounds. They will switch to sword arms only to rejuvenate and to drain the enemy. Often, they will deliberately close to melee, knowing that they can suck creatures and weapons through the planar borders.

    Caustic Stain (Ex) An indigo slaad can suppress or resume its corrosive secretions as a free action. These deal acid damage to creatures struck by a claw attack.

    Cursed Wound (Su) The damage an indigo slaad deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by an indigo slaad must succeed on a DC 30 caster level check, or the spell has no effect on the injured character.

    Energy Drain (Su) A hit from an indigo slaad's sword arm imparts two negative levels. Each negative level imparted grants the indigo slaad 5 temporary hit points.

    Sword Arms (Ex) As a move action, an indigo slaad may reshape its arms into strong, slender blades. The narrow cores of these blades contain entropic vessels that drain life energy.

    Vortex Body (Su) An indigo slaad has a deep connection to the multiverse; sometimes it becomes a deep connection to the multiverse. When struck with a weapon, the indigo may make a Sunder attempt as a free action that does not provoke an attack of opportunity. If successful, that weapon is plane shifted. While grappling, an indigo slaad may make an extra grapple check as a standard action. On a success, the victim must make a Will save (DC 23) or be sucked into the indigo's body and plane shifted.

    Summon Slaad (Sp) Once per day an indigo slaad may attempt to summon one azure, yellow or orange slaad with a 40% chance of success, one pink, purple or gray slaad with a 60% chance of success, or 2-4 red, blue or green slaadi with a 60% chance of success.

    Change Shape (Su) An indigo can assume any Medium or Small humanoid form as a standard action. This prevents the use of its natural weapons, but it may arm itself with appropriate weapons and armor. An indigo slaad remains in one form until it chooses to change to another, but reverts to its natural form when killed. A true seeing spell reveals the slaad's true form.

    Spell-Like Abilities (Sp) At will - baleful polymorph, chaos hammer, color spray, deeper darkness, detect magic, dimension door, dispel magic, fear, fireball, fly, freedom of movement, greater dispelling, haste, identify, invisibility, lightning bolt, magic circle against law, mirror image, see invisibility, shatter. 3/day - cloak of chaos, confusion, dispel law, enervation, polar ray, Quickened spell turning, word of chaos. 1/day - power word blind, power word kill, power word stun, shapechange, true seeing. Caster level 18th, save DCs Charisma-based.
    Last edited by afroakuma; 2009-01-15 at 11:19 PM.
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Thought Wartle was a lord in OP1. Meh, not questioning the expert. 'sall good!

    /waves at Bazim-Gorag and Xanxost as they exit the plane

    -argus

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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Oh, sorry; I meant Sorel wasn't a Lord. Wasn't being underlined for emphasis.

    Wartle was an additional lord (predating Rennbuu and Chourst IIRC) introduced in 1st edition material. As far as I was aware, he had no formal title and has been excluded from modern publication, so I PoV'd him. I may recall him if I ever track that source down.
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Yeah, Sorel's not. Not YET, anyway (oh Ygorl, you're so silly).

    Wartle is from... Tales of the Outer Planes (OD&D IIRC), if my memory and Google-fu is strong. He indeed had no title, but the guys at Dicefreaks and EnWorld managed to extrapolate his title (given the other 4 titles) as Lord of Formlessness (or some such).

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    Last edited by arguskos; 2008-10-06 at 03:24 PM.

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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    The tables for the True Slaad are up. Play around until I post the stat block.

    Roll once for dominant color and once for gender.

    Lesser True Slaad: 2 minor, 1 medium variation.

    True Slaad: 3 minor, 2 medium, 1 major variation.

    Greater True Slaad: 4 minor, 3 medium, 2 major variations.

    Edit: The power of chaos is spoooky. I rolled up an orange FSR True Slaad with both Narrow Jaw and Bisected Jaw... the major trait came out to be the extra mouth.
    Last edited by afroakuma; 2008-10-06 at 10:25 PM.
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Propelled Barbs need a range increment and a maximum range.
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Ah, good call. Repaired.
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    I am glad for the lessened existence of CE slaad.


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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    I love the traits tables (post #8). I came up with similar tables to deal with demons, & for the exact same reasoning: since demons are Chaotic by nature, they should be more random in construction. Kudos on wonderful execution of concept so far.

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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Quote Originally Posted by AstralFire
    I am glad for the lessened existence of CE slaad.
    Death slaadi were given too much preeminence in older editions. Yellows and oranges will sit on them.

    I was thinking of doing a good counterpart to the death slaad, but thankfully the meds wore off.

    Quote Originally Posted by Zeta Kai
    I love the traits tables (post #8)
    Thanks! I'll include the rules for adding chaos traits to standard slaadi in the gender post. But wait till you see what the True Slaadi get. It will complete the concept.

    Kudos on wonderful execution of concept so far.
    Again, thank you very much!
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    Oranges seem to do well enough for a CN-leaning-to-good counterpart in any event. They're not good, but they are jovial.


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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    There's that too.

    I just figured that slaadi in general were given chaotic evil or even neutral evil traits. These are beings of chaos; it doesn't make sense for a hydroloth to have fun swimming in the Styx while a blue slaad is a hulking bully.

    The new fluff on slaadi "society" will try to steer it more into a chaotic neutral mindset. I'm also going to make clear that death slaadi are aberrant and fall outside the set order, as do white and black slaadi.

    Again, though, the centerpiece will really be the True Slaadi. We're talking a meltdown of chaos here. It's going to be... hopefully fantastic.
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    Default Re: Limbo 4.0: New Slaadi (3.5, PEACH)

    How does one determine how many Chaotic Variances a True Slaad gets? Do they get 1 of each (1 minor, 1 moderate, 1 major)? Is there a table in the works? Is it completely random (IE DM's choice)? Just wondering.

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