Innate Spellcasting. The slaad’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components:
At will: mind spike, Hex, invisibility (self only), mage hand, disguise self
5/day each: fear, Arms of Hadar, darkness, dissonant whispers
3/day each: synaptic static, vampiric touch
Magic Resistance. Zaci has advantage on saving throws against spells and other magical effects.
Shadow Regeneration. Zaci regains (2d6+5) hit points at the start of its turn if it has at least 1 hit point and is in dim light or darkness
Hostile Aura. Any Creature that ends their turn within 30 ft of Zaci must succeed on a Wisdom saving throw. On a fail, the creature must use its action to attack the closest thing to it in the aura, other than Zaci. If there are no other creatures in the aura, the creature can take its turn normally
Multiattack. Zaci makes three attacks: one with a spell or its whip and two with its claws
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d4 + 5) slashing damage plus 7 (2d6) necrotic damage.
Shadow Whip. Ranged Weapon Attack: +10 to hit, reach 30ft. mutliple targets. Hit: (4d10 + 5) necrotic damage.
Shadow Port. When hit, Zaci can teleport 30 ft as a reaction to avoid damage. As a part of the same reaction, if there is a hostile creature within 5ft of zaci after porting, they can make a melee attack
Claws. Zaci makes a claw attack
Shadow push (cost 2 actions). Zaci pushes up 2 3 creatures out of its space, dealing (2d10) force damage.