Slaad, Blue

Large Outsider (Chaotic, Extraplanar) — CR 8

Monster Manual v.3.5 (MM), p. 229Updated 3.5

Slaad, Blue is a D&D 3.5 monster from MM, p. 229. CR 8, HD 8d8+32 (68 hp).

Hit Dice
8d8+32 (68 hp)
Initiative
+2
Speed
Land 30 ft
Armor Class
20, touch 11, flat-footed 18
Base Attack / Grapple
+8/+18
Attack
Claw +13 melee (2d6+6)
Full Attack
4 claws +13 melee (2d6+6) and bite +11 melee (2d8+3 plus disease)
STR
23
DEX
15
CON
19
INT
6
WIS
6
CHA
10
Fort / Ref / Will
+10 / +8 / +4
Challenge Rating
8
Alignment
Usually Chaotic-Neutral
Organization
Solitary, pair, gang (3–5), or pack (6–10)
Treasure
Standard
Environment
Ever-Changing Chaos of Limbo
Level Adjustment
+6
Caster Level
8

Special Abilities

Slaad FeverSpell-Like AbilitiesSummon SlaadDarkvisionFast HealingImmunity to SonicResistance to AcidResistance to ColdResistance to ElectricityResistance to Fire

Feats

This bulking creature looks like a strapping blue-skinned humanoid toad, as big as an ogre, with almost no neck and a massive, flat head. It is bipedal, with clawed hands and feet. It has wicked-looking, bony hooks on the backs of its hands.

Description

The chaotic planes seethe and roil with random energy and bits of matter. Weaving their way amid this cacophony of light and sound are the slaadi.

Creatures of chaos, slaadi have been likened to humanoid toads, but that description belies their agility and fearsome fighting prowess.

All slaadi speak their own language, Slaad. Green, gray, and death slaadi also speak Common, and in addition death slaadi can communicate telepathically.

Blue slaadi gather to wage horrific battles against other societies and their own. They are bullies that value only strength and power.

A blue slaad is about 10 feet tall and very broad. It weighs about 1,000 pounds. As its name suggests, a blue slaad is mostly blue, darker along the back and paler around the belly.

Blue slaadi are most often found in groups and work well together—at least, better than red slaadi.

Combat

Slaadi generally attack with their claws and bite. They relish melee combat but are savvy enough to use their summoning and other spell-like abilities to good effect. A slaad’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.

All slaadi have resistance to acid 5, cold 5, electricity 5, and fire 5, and immunity to sonic damage.

Blue slaadi are quick to anger, and inclined to attack most other creatures on sight to prove their strength. The bone hooks on the backs of its hands give a blue slaad four claw attacks each round when it makes a full attack.

Spell-Like Abilities: At will—hold person (DC 13), passwall, telekinesis (DC 15); 1/day—chaos hammer (DC 14). Caster level 8th. The save DCs are Charisma-based.

Slaad Fever (Su): Supernatural disease—bite, Fortitude DC 18, incubation period 1 day, damage 1d3 Dex and 1d3 Cha. The save DC is Constitution-based.

An afflicted humanoid reduced to Charisma 0 by slaad fever immediately transforms into a red slaad. It retains none of the features, traits, memories, or abilities of its former self, and is a normal red slaad in all respects.

If the infected being is an arcane spellcaster, the disease instead produces a green slaad.

Summon Slaad (Sp): Slaadi can summon other slaadi much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no slaadi answer the summons. Summoned creatures automatically return whence they came after 1 hour. A slaad that has just been summoned cannot use its own summon ability for 1 hour.

Most slaadi do not use this ability lightly, since they are generally distrustful and fearful of one another. In general, they use it only when necessary to save their own lives.

Once per day a blue slaad can attempt to summon another blue slaad with a 40% chance of success. This ability is the equivalent of a 4th-level spell.