Slaad, Green (CR 9)
AC: 23 (-1 size, +1 Dex, +13 natural), touch 10, flat-footed 22
Hit Dice: 9d8+36 (76 hp)
Fort +10, Ref +7, Will +6
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +9; Grapple +19
Attack: Claw +14 melee
Full Attack: 2 claws +14 melee and bite +12 melee
Damage: Claw 1d6+6, bite 2d8+3
Special Attacks/Actions: Spell-like abilities, summon slaad
Abilities: Str 23, Dex 13, Con 19, Int 10, Wis 10, Cha 12
Special Qualities: Fast healing 3, feign death, outsider traits, resistances, sonic immunity
Feats: Cleave; Improved Initiative; Multiattack; Power Attack
Skills: Climb +18, Concentration +10, Hide +9, Jump +18, Listen +12, Move Silently +13, Spot +12, and Survival +6 (+8 following tracks)
Advancement: 10-15 HD (Large); 16-27 HD (Huge)
Climate/Terrain: Ever-Changing Chaos of Limbo
Organization: Solitary or gang (2-5)
Spell-Like Abilities: At will - chaos hammer, deeper darkness, detect magic, detect thoughts, dispel law, fear, protection from law, see invisibility, and shatter. These abilities are as the spells cast by a 12th-level sorcerer (save DC 10 + spell level).
Alternate Form (Su): A green slaad can shift between its natural form and any humanoid form at will as a standard action. A green slaad whose personal treasure includes useful equipment or magic items will employ these when in humanoid form.
A green slaad remains in humanoid form indefinitely. The ability is otherwise similar to polymorph self cast by a 9th-level sorcerer.
Summon Slaad (Sp): Twice per day a green slaad can attempt to summon another green 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.
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.