Slaad, Red (CR 7)

Large Outsider (Chaotic and Extraplanar)
Alignment: Usually chaotic neutral (somet
Initiative: +2 (Dex); Senses: scent, Listen +8, and Spot +8
Languages: Slaad


AC: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Hit Dice: 7d8+21 (52 hp); DR: 15/magic
Fort +8, Ref +7, Will +3
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +7; Grapple +16
Attack: Bite +11 melee
Full Attack: Bite +11 melee and 2 claws +9 melee
Damage: Bite 2d8+6, claw 1d4+2 and implant
Special Attacks/Actions: Pounce, implant, stunning croak, summon slaad
Abilities: Str 21, Dex 15, Con 17, Int 6, Wis 6, Cha 8
Special Qualities: Alternate form, elemental affinity, fast healing 4, outsider traits
Feats: Dodge; Mobility; Multiattack
Skills: Climb +15, Jump +15, Listen +8, Move Silently +12, and Spot +8
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Climate/Terrain: Ever-Changing Chaos of Limbo
Organization: Solitary, gang (2-5), or pack (6-10)
Treasure/Possessions: None

Source: Monster Manual

Resistances (Ex): All slaadi have acid, cold, electricity, fire, and sonic resistance 5.

Red slaadi usually attack only when hungry or riled. Once aroused, however, a red slaad fights to the death.

Pounce (Ex): If a red slaad leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Implant (Ex): A red slaad that hits with a claw attack can inject an egg pellet into the opponent's body. The affected creature must succeed at a Fortitude save (DC 17) to avoid implantation. Often the slaad implants an unconscious or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a blue 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). A remove disease spell rids a victim of the pellet, as does a successful Heal check (DC 20) by someone with that skill. 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 green slaad.

Stunning Croak (Su): Once per day a red slaad can emit a loud croak. Every creature within 20 feet must succeed at a Fortitude save (DC 16) or be stunned for 1d3 rounds.

Summon Slaad (Sp): Once per day a red slaad can attempt to summon another red slaad with a 40% chance of success. 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.

Resistances (Ex): All slaadi have acid, cold, electricity, fire, and sonic resistance 5.

Chaotic Subtype

A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.