Medium Aberration, Chaotic Neutral
Armor Class 20 (natural armor)
Hit Points 312 (26d8 + 182)
Speed 40 ft., Climb 40 ft., Swim 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
24 (+7)
INT
24 (+7)
WIS
24 (+7)
CHA
26 (+8)
Saving Throws STR +12, CON +14, CHA +15
Skills Arcana +14, Deception +15, Intimidation +15, Persuasion +15
Damage Resistances Acid, Cold, Fire, Lightning, Thunder
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 17
Languages All telepathy 120 ft.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Aura of Fate. Each creature within 15 feet of Wartle makes saving throws with disadvantage.

Innate Spellcasting. Wartle's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 
At will: darkness, fireball, chaos bolt, flaming sphere, transmute rock, wall of stone

3/day: enervation, true seeing, teleport

2/day: finger of death, harm, mental prison

1/day: foresight, power word stun, weird

Legendary Resistance (3/Day).  If Wartle fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. Wartle makes three attacks: two with its morning star, and one with its Touch of Fate.

Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 1d8+5 bludgeoning damage plus 3d12 psychic damage.

Touch of Fate. Melee Spell Attack: +14 to hit, reach 5 ft., one target. Hit: 8d10 psychic damage.

Flying Morningstar. Wartle releases its morningstar to hover magically in an unoccupied space within 5 feet of it. If Wartle can see the morningstar, he can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to his hands. If the hovering morningstar is targeted by any effect, Wartle is considered to be holding it. The hovering sword falls if Wartle dies.

Summon Slaadi (1/Day). Wartle summons 1d4 death slaadi. A summoned slaad appears in an unoccupied space within 60 feet of Wartle, acts as an ally of Wartle, and can't summon other slaadi. It remains for 1 minute, until it or Wartle dies, or until Wartle dismisses it as an action.

Teleport. Wartle teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Legendary Actions

Wartle can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Wartle regains spent legendary actions at the start of its turn.

Morningstar. Wartle makes one attack with its Morningstar.

Teleport. Wartle uses its Teleport action.

Wheel of Fate (Costs 3 Actions). Each creature within 30 feet of Wartle must make a DC 22 Wisdom saving throw against the lord of fate's attempt rewright its destinies. Each target that fails the save, permanently assumes a random beast form.

The new form can be any beast whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.

The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech. The target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment.

Only a Wish spell can end the effect on the target.

Description

Wartle appeared as a bloated, 5.5‑foot-tall (1.7‑meter) slaad with grayish brown skin with sickly green spots.A row of small, backward pointing horns on the top of his head gave the appearance of a crest.

Wartle could take the form of a short, pudgy human; he had a whiny, raspy-sounding voice while in human form. In either form, however, he was covered in warts.

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Little is known about Wartle, except he was a slaad lord living in Limbo until a conflict with another slaad lord, Ygorl, resulted in Ygorl imprisoning him in a meteor. Ygorl then hurled the meteor at Mount Celestia, where it landed in the ocean of Lunia. Being an artifact of extreme chaos, the rock was repulsed by the holy water and landed upon an island. The island housed a citadel, whose astral deva commander ordered the rock brought into his fortress for further study. Unfortunately, while the commander was away on urgent business in Solania, the chaotic radiation from the transformed Wartle drove the other celestials completely insane.

It was unknown what the celestials did with the meteor after containing him. The fact is Wartle never returned from Celestia and the Goblin Archmage Squee, actually a Demon Lord of Abyss, usurped his appearance in a elaborated scheme (Only after Squee’s plans materialize, the despicable Wartle became known as the Slaad Lord of Fate).

On a trip to Limbo, Squee tried to offer his financial services to Ygorl, Slaad Lord of Entropy, offering his help to keep the Slaas Lords Ssendam and Rennbuu away from  Limbo long enough for him (Ygorl) became the first Slaad King.

Ygorl did not buy that idea and, offended, ambushed the commission of abyss demons  after several hours of Squee's performance. Until that,  Ygorl was planning the best way to end that show and to punish Squee. Thus, he concluded that he could use Squee's  power and became a Lord of the Abyss too, a feat never achieved or imagined by another creature.

During the long fight, Squee took the form of Lord Slaadi Wartle, creating a distraction necessary to gain an advantage over Ygorl, who was banished to a demiplane long enough to imprisoning it after his return. A prison gem was known as the "Chaos Diamond", which remained lost in the material plane for a few decades, leaving a trail of entropy and chaos wherever it went.

The harms of that diamond are only ended when a group of brave adventurers retrieves a cursed magic stone and returns it to Limbo. The gem's magic is dissipated when it was returned to Wartle, now a Slaad Lord of Fate, who remained commanding the kingdom of Ygorl.

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Squee revealed that "he" accepted his imprisonment in the meteor, as this was his fate (destiny), as well as bringing chaos and madness to Celestia before returning to Limbo to ashame Ygorl and usurp his throne.

It doesn't matter whether the story was true or not, but Squee effectivelly rose to Slaad Lord status after assuming the form of Wartle and defeating Ygorl.

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Ygorl did not like to see the odious short, chubby human and replace warts sitting carelessly on his throne and commanding his kingdom, starting a new conflict. When he unleashed the first attack with his entropy sickle, Squee fled and reverted to a Wartle monstrous Slaad form, which laughed irritably, before assuming his own demonic form and leaving for the abyss.

This conflict with Squee, made Ygorl hate him more than any other creature in the multiverse, with the astute demon usurping his wishes to become the first Demon Lord and Lord Slaad of the multiverse.

 

Monster Tags: Slaad

Habitat: SwampUrban

werley_takeda

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