Thursday, 15 August 2019

Monster: Death Slaad

Monster: Death Slaad

It's not a phase, mom!
When a gray slaad lives for a long time, it can go back into isolation and perform a mysterious ritual that imbues it with evil power. Death slaads are martial and magical death machines that are usually clad in magic armor and wield magic weapons (note that the sample stat block assumes and unarmed and unarmored slaad). They look exactly like gray slaads. What I find strange is that the next stage in the slaad's lifecycle loses this evil taint.

Death Slaad [Monster Manual, page 231]

808 points
Attribute Modifiers: ST+7 [70]; DX+4 [60]; IQ+4 [80]; HT+3 [30].
Secondary Characteristic Modifiers: Will+1 [5]; Per+1 [5]; Basic Speed +0.25 [5].
Advantages: Combat Reflexes [15]; DR 5 (Tough Skin, -40%) [15]; Danger Sense [15]; Infravision [10]; Injury Tolerance (No Neck) [5]; Nictitating Membrane 3 [3]; Regeneration (Fast) [50]; Sharp Teeth [1]; Super Jump 1 [10]; Talons [8]; Telesend (Magical, -10%; Universal, +50%) [42]; Unaging [15].
Elemental Resistance (A,C,E,F): DR 3 (Includes Eyes, +10%; Limited, Acid, Cold, Electricity, Fire, -25%; Tough Skin, -40%) [7].
Sonic Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Sound, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Sonic Effects [10].
Spell-Like Abilities (Alternative Abilities) [307]:
Analyze Magic [12/5=3];
Animate Object 4 [52/5=11];
Blackout 1 [36/5=8];
Chaos Hammer 1 [8/5=2];
Death [58/5=12];
Detect Magic [7/5=2] – see GURPS Thaumatology: Sorcery, p. 19;
Disintegrate [47/5=10] – see GURPS Thaumatology: Sorcery, p. 20;
Dispel Law [194];
Enchant [37/5=8] – see GURPS Thaumatology: Sorcery, p. 15;
Explosive Fireball 3 [27/5=6] Pyramid #3-63, page 7;
Flight [48/5=10];
Invisibility [84/5=17];
Lesser Polymorph [20/5=4];
See Invisible [30/5=6];
Terror 1 [45/5=9] – see GURPS Thaumatology: Sorcery, p. 22.
Disadvantages: Vulnerability (Axiomatic Weapons, x2) [-10].
Features: Potential Form (White Slaad) [0].
Notes: Weight 1,000 lbs.
Creature Type: Outsider (Chaotic).

Typical Stats
ST:
17
HP:
17
Speed:
7
DX:
14
Will:
15
Move:
7 ground
IQ:
14
Per:
15


HT:
13
FP:
13
SM:
+0
Dodge:
11
Parry:
13 (unarmed)
DR:
5 (tough skin); 20 (vs. sonic); 3 (vs. acid, cold, electricity, and fire)
Talons (18): 1d+2 cutting or impaling (KYOS: 2d+2 cutting or impaling). Reach C.
Sharp Teeth (18): 1d+2 cutting (KYOS: 2d+2 cutting). Reach C.
Spell-Like Abilities (Alternative Abilities):
Blackout 1 (18);
Death (15);
Detect Magic (15) – see GURPS Thaumatology: Sorcery, p. 19;
Disintegrate (15) – see GURPS Thaumatology: Sorcery, p. 20;
Dispel Law (18);
Enchant (14) – see GURPS Thaumatology: Sorcery, p. 15;
Explosive Fireball 3 (16) Pyramid #3-63, page 7;
Flight (18);
Terror 1 (18) – see GURPS Thaumatology: Sorcery, p. 22;

                Traits: Combat Reflexes; Danger Sense; Immunity to Noxious Sonic Effects; Infravision; Injury Tolerance (No Neck); Megalomania; Nictitating Membrane 3; Potential Form (White Slaad); Regeneration (Fast); Selfish (9); Super Jump 1; Telesend (Magical; Universal); Unaging; Vulnerability (Axiomatic Weapons, x2).
Skills: Axe/Mace-18; Brawling-18; Broadsword-18; Climbing-18; Innate Attack (Beam)-18; Innate Attack (Gaze)-18; Innate Attack (Projectile)-18; Jumping-18; Occultism-16; Spear-18; Thaumatology-16; Wrestling-18.
Creature Type: Outsider (Chaotic).
Notes: Weight 1,000 lbs.

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