Slaad, Green

Large Outsider (Chaotic, Extraplanar) — CR 9

Monster Manual v.3.5 (MM), p. 230Updated 3.5

Slaad, Green is a D&D 3.5 monster from MM, p. 230. CR 9, HD 9d8+36 (76 hp).

Hit Dice
9d8+36 (76 hp)
Initiative
+5
Speed
Land 30 ft
Armor Class
23, touch 10, flat-footed 22
Base Attack / Grapple
+9/+19
Attack
Claw +14 melee (16e+6)
Full Attack
2 claws +14 melee (16e+6) and bite +12 melee (2d8+3)
STR
23
DEX
13
CON
19
INT
10
WIS
10
CHA
12
Fort / Ref / Will
+10 / +7 / +6
Challenge Rating
9
Alignment
Usually Chaotic-Neutral
Organization
Solitary or gang (2–5)
Treasure
Standard
Environment
Ever-Changing Chaos of Limbo
Level Adjustment
+7
Caster Level
9

Special Abilities

Spell-Like AbilitiesSummon SlaadChange ShapeDarkvisionFast HealingImmunity to SonicResistance to AcidResistance to ColdResistance to ElectricityResistance to Fire

Feats

This tall, gangly creature looks like a cross between an ogre and a frog. Its skin is a motiled green, and it has long, sharp claws and a wide mouth.

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.

If a red slaad’s egg pellet or a blue slaad’s disease infects an arcane spellcaster, that host produces a green Slaad.

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

Green slaadi are self-centered, arrogant louts that think only of themselves. They lust after magical power, eventually transforming into grays if they find it.

Green slaadi work in groups if doing so suits their immediate needs.

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.

Green slaadi prefer to use spell-like abilities over physical combat but aren’t afraid to attack with tooth and claw if they must. They never fight to the death, though, if they can avoid it.

Spell-Like Abilities: At will—chaos hammer (DC 15), detect magic, detect thoughts (DC 13), fear (DC 15), protection from law, see invisibility, shatter (DC 13); 3/day—dispel law (DC 16), deeper darkness, fireball (DC 14). Caster level 9th. The save DCs are Charisma-based.

Change Shape (Su): A green can assume any Medium or Large humanoid form as a standard action. In humanoid form, a green slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to its appearance). A green slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A true seeing spell reveals its natural form.

Summon Slaad (Sp): 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.

Twice per day a green slaad can attempt to summon another green slaad with a 40% chance of success. This ability is the equivalent of a 5th-level spell.