Slaad, Death (CR 13)

Medium Outsider (Chaotic and Extraplanar)
Alignment: Usually chaotic neutral (somet
Initiative: +10 (+6 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +22, and Spot +22
Languages: Slaad, Common, telepathy 100 ft.

AC: 28 (+6 Dex, +12 natural), touch 16, flat-footed 22
Hit Dice: 15d8+75 (142 hp); DR: 10/lawful
Fort +14, Ref +15, Will +13
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +15; Grapple +20
Attack: Claw +20 melee
Full Attack: 2 claws +20 melee and bite +18 melee
Damage: Claw 3d6+5 and stun, bite 2d10+2
Special Attacks/Actions: Stun, spell-like abilities, summon slaad
Abilities: Str 23, Dex 23, Con 21, Int 18, Wis 18, Cha 18
Special Qualities: Change shape, Fast healing 5, immunity to sonics, resistance to acid 5, cold 5, electricity 5, fire 5
Feats: Cleave; Great Cleave; Improved Initiative; Improved Sunder; Multiattack; Power Attack
Skills: Climb +23, Concentration +15, Escape Artist +24, Hide +24, Jump +23, Knowledge (any two) +22, Listen +22, Move Silently +24, Search +22, Spot +22, Survival +12 (+14 tracking), and Use Rope +6 (+8 with bindings)
Advancement: 16-25 HD (Medium-size); 25-45 HD (Large)
Climate/Terrain: Ever-Changing Chaos of Limbo
Organization: Solitary, or pair
Treasure/Possessions: Double standard

Source: Monster Manual

Stun (Ex): A death slaad can use Stunning Fist as the feat, three times per day. The save DC is 21.

Spell-Like Abilities: At will - animate objects, circle of death, chaos hammer, cloak of chaos, deeper darkness, detect magic, dispel law, fear, finger of death, fireball, fly, identify, invisibility; magic circle against law, power word blind, see invisibility, shatter, and word of chaos; 1/day - implosion. These abilities are as the spells cast by an 18th-level sorcerer (save DC 14 + spell level).

Alternate Form (Su): A death slaad can shift between its natural and any humanoid form at will as a standard action. A death slaad whose personal treasure includes magic weapons will use these when in humanoid form.

A death slaad remains in humanoid form indefinitely. The ability is otherwise similar to polymorph self cast by a 15th-level sorcerer.

Summon Slaad (Sp): Twice per day a death slaad can attempt to summon 1-2 red or blue slaadi with a 40% chance of success, or 1-2 green slaadi with a 20% 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.

Telepathy (Su); Death slaadi can communicate telepathically with any creature within 100 feet that has a language.

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.