The astute reader will immediately notice that I toned down the Slaadi somewhat, while trying to maintain the essential elements of the creatures. I made a few other changes. The original creatures in the Fiend Folio didn’t have a listed swim speed. This seemed absurd to me, so I gave them one. I attempted to determine what magical powers were essential, and allow each type of Slaadi to have some unique attribute.
Make no mistake: Slaadi are fun to use in a game. But, because they are essentially a listing of different powers/power levels stuck onto the same chassis, they are not as much fun to convert as some other monsters in this project. There is not much of a requirement for creativity, unless one were to create a whole secondary hierarchy of Slaadi running parallel to that of the Fiend Folio. Which I am strongly tempted to do.
The slaadi are a group of extra-planar frog-like monstrosities whose natural form resembles large batrachians humanoids. Their heads are huge, their claws extremely sharp and long, and their voices form a croaking language which is all they deign to speak. Although beings of chaos and woe, which dwell where the winds of Limbo roar, slaadi are extremely hierarchical by type, from the lowest red slaad to their dreaded masters. All slaadi have names, and those who learn them may attempt to summon and compel them using demon summoning.
Slaadi are ranked as follows: red slaad, blue slaad, green slaad, grey slaad, death slaad, slaad master. Slaadi believe that, by following the orders of their superior types, they can reincarnate upon death as a higher slaad rank, while those who fail to live up to their caste duties are reborn as red slaadi.
The relationship between the slaadi, the slaad lords, and Bobugbubilz is a matter for some debate among those learned in the Toadfiend’s lore, but is unlikely to be unraveled by mortal folk any time soon. Certainly, there were many foul beings spawned in the primordial pools where Bobugbubilz first emerged, and few if any of them considered their spawn-mates to be anything more than rivals and potential meals.
All slaadi have the following common abilities:
- Communication: Speech in their own language, understanding all languages, and telepathic communication to a range of 100’.
- Magic Resistance: All slaadi have a chance of ignoring a spell (or other magical effect) as though it did not exist. This is rolled as a percentile chance before any applicable save is made.
- Spellcasting: All slaadi have a number of spells they can cast, using their Hit Dice as a bonus to the spell check. Slaadi do not suffer corruptions, disapproval, or patron taint, but lose access to any spell for 24 hours if they roll a spell check of 10 or less on that spell. Slaadi spells are psionic in nature, requiring no words, motions, or material components.
- Slaadi Symbols: All slaadi have a magical symbol of rank in the form of a jewel encased in the creature's skull beneath the skin of the forehead. These are artificial devices which encase the slaad's life-force; they may be removed when a salad is held immobile by any spell. On threat of destruction of the gem, an intelligent being may force the monster to fulfill three tasks, if they are within the creature’s capacity. However, when released and the gem replaced, a salad that is not very well rewarded (usually by human slaves to take back to its own plane of existence) turns on its would-be controller with lethal intent. The same occurs immediately upon a fourth task being requested, and a controller who is slow to destroy the stone usually does not survive to learn from their mistake. These jewels are typically valued at 10 gp per Hit Die of the linked salad, but any slaad seeing a symbol held by a non-slaad attack with berserk fury. Each symbol is unique and readily identifiable by any other slaad.
Blue Slaad: Init +0; Atk Claw +3 melee (2d6) or bite +1 melee (2d8); AC 15; HD 5d12; MV 20’ or swim 30’; Act 3d20; SP Slaadi traits (40% magic resistance); SV Fort +3, Ref +3, Will +3; AL C.
Blue slaadi have access to the following spells: Paralysis. With a successful spell check, they can also move an item weighing up to 100 lbs by telekinesis (up to 10’), or pass up to 10’ through a solid wall.
Death Slaad: Init +4; Atk By weapon +8 melee (by weapon +4) or claw +8 melee (3d6) or bite +6 melee (2d10 plus XP drain); AC 24; HD 12d12; MV 30’ or swim 40’; Act 2d20; SP Slaadi traits (75% magic resistance), half damage from non-magical weapons, shift into human form, XP drain, planar travel, death throes; SV Fort +8, Ref +5, Will +10; AL C.
Death slaadi may be summoned as Type VI demons. They have access to the following spells: Choking cloud, detect invisible, detect magic, ESP, flaming hands, invisibility, locate object, and phantasm. Death slaadi may travel to and from Limbo using an action, unless otherwise bound. Upon death, these slaadi explode in a fireball, causing 8d6 damage to all within 30’ (Reflex DC 18 for half).
Green Slaad: Init +2; Atk Claw +6 melee (1d6+2) or bite +4 melee (2d8); AC 17; HD 8d12; MV 20’ or swim 30’; Act 1d20; SP Slaadi traits (50% magic resistance), shift into human form, half damage from non-magical weapons, gate; SV Fort +5, Ref +3, Will +7; AL C.
Green slaadi may be summoned as Type V demons. They have access to the following spells: darkness, detect invisible, detect magic, ESP, locate object, scare, and flaming hands. Once per hour a green slaad may attempt to gate in another slaad. Roll 1d10 to determine success: (1-5) failure, (6-7) red slaad, (8-9) blue slaad, or (10) green slaad.