BLACK SLAAD (Void Slaad)
CR: 20
XP: 307,200
CN Huge outsider (chaotic, extraplanar, shapechanger, slaad)
Init: +12; Senses: Darkvision 60 ft.; Perception +32
Aura: Entropic (20 ft.)
__________________________________
AC: 39, touch 17, flat-footed 30 (+8 Dex, +1 dodge, +22 natural, -2 size)
hp: 350 (20 HD); regeneration 5 (lawful weapons, lawful spells)
Fort +24, Ref +14, Will +21
Defensive Abilities: Insanity (DC 29); DR 15/lawful; Immune: Sonic; Resist: Acid 5, cold 5, electricity 5, fire 5; SR 31
__________________________________
Speed: 40 ft.
Melee: Bite +32 (4d6+14/19-20), 2 claws +32 (2d8+14 plus poison and energy drain)
Ranged: Ray of entropy +26 touch (20d10; see below)
Space: 15 ft.; Reach: 15 ft.
Special Attacks: Energy drain (2 levels, DC 29)
Spell-Like Abilities (CL 18th, concentration +27):
At will - Chaos hammer (DC 23), deeper darkness, dispel law (DC 24), fear (DC 24), fly, greater dispel magic, greater teleport (self plus 50 lb. of objects only), magic circle against law, shatter (DC 21)
1/day - Cloak of chaos (DC 27), implosion (DC 28), summon (level 9, any 1 CR 19 or lower slaad, 100%), word of chaos (DC 26)
__________________________________
Str 39, Dex 26, Con 35, Int 25, Wis 28, Cha 28
Base Atk: +20; CMB: +36 (+40 sunder); CMD: 53 (57 vs. sunder)
Feats: Cleave, Combat Expertise, Dodge, Great CleaveB, Greater Sunder, Improved Critical (bite), Improved Initiative, Improved Sunder, Mobility, Power Attack, Spring Attack, Whirlwind AttackB
Skills: Acrobatics +31, Bluff +32, Escape Artist +31, Intimidate +32, Knowledge (arcana, religion, one other) +27, Knowledge (planes) +30, Perception +32, Sense Motive +32, Spellcraft +30, Stealth +23, Swim +34
Languages: Abyssal, Draconic, Slaad; telepathy 100 ft.
SQ: Change shape (shapeshift), zone of oblivion
__________________________________
Environment: Any (The Maelstrom)
Organization: Solitary
Treasure: Double
__________________________________
Poison (Ex): Bite - injury; save Fort DC 32; frequency 1/round for 6 rounds; effect 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution-based.
Ray of Entropy (Su): Once every 1d4 rounds as a standard action, a black slaad can fire a ray of chaotic energy at a target creature with a ranged touch attack. The ray deals 20d10 points of damage and the creature is surrounded by a shroud of crackling energy. Any time the creature takes damage while the shroud persists, the shroud deals 1d10 points of damage to the creature; a successful Fortitude save (DC 29) negates the damage and dissipates the shroud. The save DC is Charisma-based.
Zone of Oblivion (Su): When killed, a black void fills the space around a black slaad in a 30-ft. radius, blocking line of sight and dealing 5d10 points of damage to any creature that enters or starts its turn in the area. The zone lasts for 1 hour before dissipating.
BLACK SLAAD ENTROPES
The most powerful black slaadi are creatures given over totally to the power of chaos and destruction. These beings, known as entropes, border on demigodhood.
A black slaad entrope is typically a CR 21 to CR 25 monster (a range shared with the various lesser slaad masters, with the range of CR 26 and above being the domain of the true slaad masters themselves). The majority of entropes simply advance in Hit Dice, but many have several levels of barbarian, fighter, or oracle, and a few have levels of alchemist, cleric, druid, or sorcerer.
In addition to any benefits a black slaad entrope might gain from its class levels, all entropes possess one additional unique ability over and above those granted by its race and class. Listed here are three sample entrope abilities, but these samples are by no means the entirety of the strange powers an entrope might wield.
Child of Entropy (Su): Reality itself begins to break down in the presence of the entrope. The area within 100 feet of the entrope gains the subjective gravity, erratic time, highly morphic, strongly chaos-aligned, and wild magic planar traits. The area returns to normal when the entrope leaves or dies. The entrope can suppress or resume this aura at will.
Elemental Chaos (Su): A storm of elemental energy swirls around the entrope. Any creature that comes within 20 ft. of the entrope takes 2d10 points each of acid, cold, electricity, fire, and sonic damage. The entrope can suppress or resume this aura at will.
Harbinger of Anarchy (Su): The mere sight of the entrope breaks the minds of all those who set eyes on it. Any creature that sees the entrope must make a Will save (DC 10 + 1/2 entrope's racial HD + the entrope's Charisma modifier) or be affected as if by the insanity spell (CL 20th). The entrope can suppress or resume this ability at will.