Slaad, Mud (CR 6)
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Hit Dice: 6d8+12 (39 hp)
Fort +7, Ref +7, Will +3
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +9
Attack: Bite +9 melee
Full Attack: Bite +9 melee and 2 claws +7 melee
Damage: Bite 2d6+3, claw 1d4+1
Special Attacks/Actions: Cringe, disease, sonic screech, summon slaad
Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 6, Cha 8
Special Qualities: Fast healing 3, feign death, outsider traits, resistances, sonic immunity
Feats: Dodge; Improved Initiative; Multiattack
Skills: Climb +12, Hide +li, Jump +12, Listen +7, Move Silently +11, and Spot +7
Advancement: 7-9 HD (Medium-size); 10-18 HD (Large)
Climate/Terrain: Ever-Changing Chaos of Limbo
Organization: Solitary, gang (2-5), or pack
Cringe (Su): As a standard action, a mud slaad can cower in fear. This is a mind-affecting effect. Any opponent attempting to strike or otherwise directly attack the cringing creature, even with a targeted spell, must attempt a Will save (DC 12). If the save succeeds, the opponent can attack normally and is immune no the effect of than mud slaad's cringing for 24 hours. If the save fails, the opponent can't follow through with the attack, that part of the attacker's action is lost, and the attacker can't directly attack the mud slaadi for as long as in continues to cringe. If the mud slaad stops cringing and then cringes again, the opponent may attempt a new Will save to attack it.
Disease (Ex): Any creature hit by a mud slaad's bite attack must succeed on a Fortitude save (DC 15) or be infected with a disease than transforms the victim over the next week into a mud slaad. The infected creature can attempt a new save each day (DC 15) to throw off the infection.
Sonic Screech (Su): Once per day, a mud slaad can emit a tremendous screech. Every creature within 30 feet must succeed on a Fortitude save (DC 15) or take 5d6 points of sonic damage.
Summon Slaad (Sp): Once per day a mud slaad can attempt to summon 1 mud slaad with a 40% chance of success or 1 red slaad with a 20% chance of success.
Fast Healing (Ex): A mud slaad regains lost hit points at a rate of 3 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a mud slaad to regrow or reattach lost body parts.
Feign Death (Ex): If an opponent strikes a mud slaad and reduces it to 10 or fewer hit points, it can immediately attempt to feign death. This ability comes into use on the opponent's turn. Any creature that witnesses a mud slaad that is feigning death, including those creatures that watch it fall, can make a Sense Motive check (DC 22) to determine if the slaad's death is genuine. A Spot check will not reveal that the slaad's death is feigned, and even a Heal or Search check isn't guaranteed no discover the deception, so adroit is the mud slaad at stilling its breathing and reducing its heart rate. A successful check using either skill (DC 22) is required to reveal than the mud slaad still lives.
Outsider Traits: A mud slaad has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life).
Resistances (Ex): All slaadi have acid, cold, electricity, and fire resistance 5.
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).
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.