Large Aberration, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 231 (22d10 + 110)
Speed 40 ft.
STR
21 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
17 (+3)
WIS
12 (+1)
CHA
21 (+5)
Saving Throws STR +11, WIS +7
Skills Arcana +9, Perception +13
Damage Resistances Acid, Cold, Fire, Lightning, Thunder
Senses Blindsight 60 ft., Truesight 30 ft., Passive Perception 23
Languages Slaad, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting. The slaad's spellcasting ability is Charisma (spell save DC 19). The slaad can innately cast the following spells, requiring no material components:

At will: detect thoughts, detect magic, fireball

3/day each: dispel magic, fly, tongues, darkness

1/day each: arms of Hadar (as 9th level), dark star, plane shift

Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.

Magic Weapons. The slaad’s weapon attacks are magical.

Actions

Multiattack. The slaad makes three attacks: one with its tongue and two with its claws. It can use its Chaos Spittle in place of its tongue. Alternatively, it can make three Entropic Ray attacks.

Tongue. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 21 (6d6) acid damage, and the target is covered in acid. The target takes 3d6 acid damage at the start of each of its turns, until a creature uses an action to remove the acid.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage plus 10 (3d6) necrotic damage, and the target can't regain hit points until the slaad's next turn.

Entropic Ray. Ranged Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (4d10) necrotic damage, and the target can't regain hit points until the slaad's next turn.

Chaos Spittle (Recharge 5-6). The slaad spews out a glob of corrosive spit, targeting one creature that it can see within 60 feet of it. The target must make a DC 19 Dexterity saving throw. Lawful creatures have disadvantage on this save. On a failure, the target takes 45 (15d6) acid damage, and any armor worn by the target takes a permanent −1 penalty to the AC it offers. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed.

On a successful save, the target takes half as much damage and its armor is unaffected.

Idanbhk

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