Death Stroke. If the Slaad Lord of Entropy scores a natural 20 on its attack roll with his scythe and confirms the critical hit, that opponent must succeed on a DC 35 save or their character will die. Creatures slain can be raised normally, but there is only a 50% chance that such magic works. Even if the save succeeds, a creature struck takes 8d6 points of physical damage (which may be enough to kill it anyway) additional to any damage being given. This ability only functions in the hands of the Slaad Lord of Entropy.
Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Expertise, Great Cleave, Improved Bull Rush, Improved Critical (scythe), Improved Disarm, Improved Initiative, Improved Trip, Multiattack, Mobility, Power Attack, Spring Attack, Sunder, Weapon Focus (scythe).
Frightful Presence. Each creature upon engaging Ygorl that is within 120 feet must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns until ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Siege Monster. Ygorl deals double damage to objects and structures.
Discorporation. When Ygorl drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in Limbo, and is unable to take physical form for a time.
Amorphous. Ygorl is not subject to critical hits and cannot be flanked.
Spellcasting. Ygorl is a 15th-level spellcaster. Following spells prepared:
Cantrips (at will): astral projection, control undead, deeper darkness, dispel law (DC 23), fireball (DC 21), invisibility (self only), magic circle against law, mass charm monster (DC 26), plane shift (DC 25).
Multiattack. Ygorl can make 3 attacks his turn.
Claw. Melee Weapon Attack: +30 to hit, reach 5 ft., one target. Hit: 30 (8d6 + 6) slashing damage.
Wing Hit. Melee Weapon Attack: +30 to hit, reach 15 ft., one target. Hit: 30 (8d8 + 6) bludgeoning damage.
Kick. Melee Weapon Attack: +30 to hit, reach 15 ft., one target. Hit: 30 (8d8 + 6) bludgeoning damage.
Scythe Strike. Melee Weapon Attack: +65 to hit, reach 5 ft., one target. Hit: 65 (8d10 + 8) slashing damage.
Quick Slash. A quick strike done with the scythe when a foe is choosing to flee from Ygorl's range. Do normal Scythe damage.
Trip. Ygorl uses the back of his scythe or his wings to trip his opponent when they are fleeing. DC 20 to save. On fail, character falls to the floor and is now prone.
Ygorl can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ygorl regains spent legendary actions at the start of its turn.
Claw, Wing Hit, Kick, and Scythe Strike can be used.
Move. Ygorl moves half his movement speed.
Spells:
3/day:
Legendary Resistance. If Ygorl fails a saving throw, it can choose to succeed instead.
power word blind: Blind a selected target for 1D4+1 Rounds
Summon ( 1 of each red/blue/green slaadi or 2 gray slaadi or a death slaad) [Type determined by D6 roll: 1&4, 2&5, and 3&6 respectively]
2/day:
Circle of death (DC 24): Deals +63 (20D4) on hit, range of 40ft, 5ft circle under target.
Word of chaos (DC 25): On hit makes spellcasters stunned for 1 round, or non-spellcasters confused for 1D4+1 round.
1/day:
Finger of death (DC 27): This spell instantly delivers 10 points of damage per caster level. 150 damage total.
Description
Ygorl was the slaad Lord of Entropy. He was the second-oldest slaad lord, after Ssendam, and was considered the de facto ruler of the Outer Plane of Limbo. He was said to have created the Spawning Stone that was the focus of the slaad race, forcing them to take frog-like forms rather than their original, purely chaotic shapes.
Ygorl appeared as a blackened, bat-winged, skeletal hulk, wielding a large sickle made from adamantine.
As one of the exemplars of the chaotic neutral alignment, Ygorl was not truly evil, but still very dangerous, unpredictable, and self-serving. He believed in bringing death, decay, and disorganization to the multiverse, and thought this was best done by the slaadi, the truest agents of Chaos.
He carried a 8' sickle with the slaad word for "death" inscribed on it and he could murder opponents instantly with it.
Ygorl considered the slaadi to be his living pawns. They did not serve him in any organized fashion, but most would obey his orders rather than allow him to devour them. Besides Shkiv, Ygorl was allied with Sorel, his lieutenant, who he was grooming to become the Lord of Anarchy.
Ygorl ignored Ssendam and feared Rennbuu. He enjoyed the company of Chourst, at least at times.
Ygorl banished Wartle to the plane of Celestia.
ECOLOGY
Environment Limbo
Organization solitary or troupe (Lord of Entropy plus 1-2 death slaadi)
Treasure triple standard
The Slaad Lord of Entropy is believed by some to be the supreme ruler of the slaadi race. He is a true agent of Chaos as can be seen in his actions and mood. Few have witnessed his true power, and those who have never speak of such experiences.
Hushed whispers among the slaadi say this is in fact a guise and not his true form. It is believed that his true form is that of a 15-foot tall black salad.
The Slaad Lord of Entropy’s primary attack is with his scythe. He attacks relentlessly with it in combat, mixing in his spell-like abilities as he sees fit.
The Slaad Lord of Entropy’s natural weapons, as well as any weapon he wields, are considered chaotic-aligned for the purpose of overcoming damage reduction. The Slaad Lord of Entropy’s natural weapons are considered epic weapons for the purpose of overcoming damage reduction.
When visiting the Material Plane, the slaad lord rides an ancient brass dragon.
Lair and Lair Actions
Ygorl's fortress in Limbo constantly changed appearance; it could be a rough cavern, a shattered marbled temple, or a series of interlaced carved spheres that whirled through Limbo's layers.
Lair Actions
Every round, roll a D10. On a 1, a Death Slaad enters the battle because it came to the temple to become a White Slaad. On a 7, a White Slaad enters the battle because it came to the temple to become a Black Slaad.
Regional Effects
None
untrue the monster manual clearly states the following "long ago Primus, overlord of the modrons created a gigantic geomitrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to the other planes. as the stones power grew, it became possible for creatures with ordered minds, such as modrons and githzarai, to create enclaves in Limbo. However, Primus's massive creation had an unforseen side affect: the chaotic energy absorbed by the stone spawned the horrers that came to be known as the slaadi. sages refer to Primus's massive creation as the SPAWNING STONE for this reason.
I know it doesn't matter that much but education time.
2 things
1: The lore from this creation is from older editions of the game not 5E. This is true in some older editions.
2: Bro its homebrew, they can make the lore however they want. The main timeline and story in D&D isn't even set because its a multiverse! The lore is mostly based off of one such multiverse. So a DM can say the Spawning Stone was farted out by the Dedric Prince Sheogorath from Elder Scrolls and its true because its homebrew.