Huge Aberration, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 199 (21d10 + 84)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
7 (-2)
WIS
7 (-2)
CHA
9 (-1)
Saving Throws STR +12, DEX +9, CON +11, INT +5, WIS +5, CHA +6
Skills Perception +1
Damage Resistances Acid, Cold, Fire, Lightning, Thunder
Senses Darkvision 60 ft., Passive Perception 11
Languages Slaad, Telepathy 60 ft.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects and the slaad is considered proficient in these saving throws. On a successful save, the slaad takes no damage and regains a Legendary Action.

Regeneration. The slaad regains 10 x (1d4) hit points at the start of its turn if it has at least 1 hit point.

Mote of Primodial Chaos. Embedded in the slaad’s chest is a mote of Primordial Chaos, concentrated into physical form. The slaad is charged with the chaotic energy at the cost a drastically shortened lifespan.

Certain spells can be used to acquire the mote. If the slaad fails its saving throw against a banishment, the spell can send the mote back to Limbo instead of the slaad.  

Someone who is proficient in Strength (Athletics) or Dexterity (Sleight of Hand) can attempt to grab the mote where it is embedded in the slaad. Each try requires a successful DC 20 Strength ([Tooltip Not Found]) or Dexterity (Sleight of Hand) check. Each failed attempt deals 22 (4d10) damage, of a type determined by the primordial chaos table, to the slaad and the one grabbing for the mote.

The mote can then be removed by a successful DC 25 Strength ([Tooltip Not Found]) or Dexterity (Sleight of Hand) check, losing grip on the mote on a failure.

Primordial Chaos. The mote of primordial chaos gives the slaad special abilities based on its chaortic nature. Roll (1d8) to determine what chaotic element manifests.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
Actions

Multiattack. The slaad makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) damage of a type determined by the primordial chaos table.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) damage of a type determined by the primorial chaos table. If the target is a humanoid, it must succeed on a DC 18 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can’t regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target’s hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.

Legendary Actions

The slaad 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. The slaad regains spent legendary actions at the start of its turn or on a successful save against a spell or magical effect.

Controlled Chaos. The slaad teleports 30 feet in a random direction.

Uncontrolled Chaos. The slaad gives off a random effect determined by the primordial chaos table.

  1. Acid - Creatures within 10 ft of the slaad must succeed on a DC 18 Dexterity saving throw or lose 1 AC until they complete a long rest.
  2. Cold - Creatures within 10 ft of the slaad must succeed on a DC 18 Constitution saving throw or their speed is reduced to 0 until the end of their next turn.
  3. Fire - Creatures within 10 ft of the slaad must succeed on a DC 18 Dexterity saving throw or catch fire taking (2d6) fire damage at the start of each turn until they or another creature use an action to extinguish the fire.
  4. Force - Creatures within 10 ft of the slaad must succeed on a DC 18 Strength saving throw or be thrown 20 feet away from the slaad taking (2d6) bludgeoning damage if they hit an something, and causing the same amount of damage to a creature they collide with
  5. Lightning - Creatures within 10 ft of the slaad must succeed on a DC 18 Dexterity saving throw or take (2d6) lightning damage and be unable to take reactions until the end of their next turn.
  6. Poison - Creatures within 10 ft of the slaad must succeed on a DC 18 Constitution saving throw or take (2d6) lightning damage and become poisoned until the end of their next turn.
  7. Psychic  - Creatures within 10 ft of the slaad must succeed on a DC 18 Intelligence saving throw or take (2d6) psychic damage and fall prone until the end of their next turn.
  8. Thunder - Creatures within 10 ft of the slaad must succeed on a DC 18 Intelligence saving throw or take (2d6) thunder damage and become stunned until the end of their next turn.

Description

The bone hooks that protrude from the back of a blue slaad’s hands inflict a terrible transformative disease on humanoids wounded by them. This infection, called chaos phage, transforms its victim into a fully grown red slaad — or green slaad if the host was a spellcaster able to cast 3rd level spells or higher.

The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigantic, geometrically 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 other planes. As the stone’s power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus’s creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus’s massive creation as the Spawning Stone for this reason.

The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn’t perceive the slaadi as threats or chooses to ignore them.

Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories.

Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves.

Monster Tags: Slaad

DungeonKeeperThor

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