# Slaad, Gormeel >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >claws: 1d6 (×2) > >bite: 1d8 (×2) > >Melee/Ranged: +19/+14 > >Secondary: +14/+9 > >Multiattack: +17/+12 > >M/R_PA: +15/+10 > >2nd/PA: +10/+5 > >MA_PA: +13/+8 > >Itterative: 3 > > xDmg:: Str: +7; Str2: +10; StrOH: +3; StrPA: +15; StrPA2H: +22; StrPAOH: +7 > > xDCs:: Str: 23; Dex: 18; Con: 22; Int: 17; Wis: 19; Cha: 19 > > xFeat:: 4/7 (3) > > xClasSkil:: Acrobatics, Bluff, Disguise, Fly, Knowledge (planes), Perception, Spellcraft > > SaveDiff:: +/- 4 > > xLang:: 0/1 (1) <div class="grid-container"><div class="MON">Gormeel Slaad</div> <div class="CR">CR 10 (9,600 XP)</div> <div class="SOU">Dragon #306</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> LN Large Outsider (lawful, slaad) **Init** +2 **Senses** scent; **Perception** +23 #### defense **AC** 26, 11 touch, 24 flat-footed (+2 Dex, +15 natural, -1 size) **hp** 143 (13d10+78); fast healing 5 **Fort** +10, **Refl** +10, **Will** +11 **Feint** 26, **Demoralize** 26 **DR** 10/lawful **Immune** sonic; **Resist** acid 5, cold 5, electricity 5, fire 5 #### offense **Speed** 40 ft., fly 60 ft. (average) **Melee** 2 claws +15 (1d4+4), bite +15 (1d4+4) **Space** 5 ft., **Reach** 10 ft. **Special Attacks** breath weapon, elemental affinity **Spell-Like Abilities** (CL 14th; Concentration +17) > **At will**— detect chaos, detect magic, dispel chaos, protection from chaos, see invisibility > **3/day**— confusion, dimension door, order's wrath > **1/day**— freedom of movement, mislead, word of law #### statistics **Str** 25, **Dex** 14, **Con** 22, **Int** 13, **Wis** 16, **Cha** 17 **BAB** +13, **CMB** +17, **CMD** 29, **TA** +19, **RTA** +14 **Feats** [[Alertness]], [[Multiattack]], [[Power Attack]], [[Weapon Focus]] (bite) **Skills** Acrobatics +15 (+4 when jumping), Bluff +19, Disguise +16, Fly +16, Knowledge (planes) +17, Perception +23, Spellcraft +14 **Languages** #### special abilities ### Breath Weapon (Su) Once every 1d4 rounds, a gormeel can spew forth a 30-foot cone of raw Limbo material. Any creature caught within its area is subject to some of the effects of uncontrolled Limbo. Roll 1d4 and consult the table below to determine which element is dominant at the time, affected creatures take the amount of damage listed. A DC 22 Reflex save halves the damage. RollDom Elem.Effect of Breath Weapon1Air8d6 points electricity damage2Earth6d8 points acid damage3Fire5d10 points fire damage4Water10d4 points cold damage. Spellcasters who failt their save must make a caster lever check (DC 15 + spell level) for each spell they cast on their next turn. If the check fails, the spell instead produces an effect from the the rod of wonder. ### Elemental Affinity (Ex) The gormeel is especially adept at surviving in all elements and enduring all forms of energy damage. Each round, as a free action, it can alter its elemental affinity to adapt to its current environment, choosing any one of the following immunites: air (immune to all air spells and effects, as well as electricity). earth (immune to all earth spells and effects, as well as acid), fire (immune to all fire spells and effects), or water (immune to all water spells and effects, as well as cold). The gormeel can make this change only once per round, and only on its turn.