| Mod | Save | ||
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 17 | +3 | +3 |
| CON | 21 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 16 | +3 | +3 |
| CHA | 10 | +0 | +0 |
Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Slaad Learning. Once the Brown Slaad takes a type of damage, it gains resistance to that type of damage.
Multiattack. The Slaad makes three attacks in any combination, but only one attack can be a Bite.
Bite. Melee Attack Roll: +9, reach 5 ft. Hit: 5 (4d6 + 7) Piercing damage. The target must make a DC 21 Constitution saving Throw or be infected by a disease. While diseased, the target can't regain hit points, and after each Long Rest, they must make a DC 9 Constitution saving Throw or turn into a Brown Slaad.
Claw. Melee Attack Roll: +11 to hit. Hit: (3d8+2) Slashing Damage and (2d4) Poison Damage.
Stinger. Melee Attack Roll: +13 to hit. Hit: (3d10+6) Piercing Damage. The target must make a DC 20 Constitution saving Throw or take (7d6) Poison Damage. On a successful save, the target takes half damage.
Summon. The slaad takes 3d4 Necrotic Damage, and summons two Red Slaads.
Roar. When the Slaad could make an Opportunity Attack, it can decide to do one of these two roars.
Frightening Roar. The creature must make a DC 17 Constitution saving Throw or be frightened of the Slaad for 1 minminute.
Charming Roar. The creature must make a DC 18 Wisdom Saving Throw or be charmed by the slaad for one minute. While charmed, the Slaad can give the creature mental commands, and the creature must follow them if it is safe for the creature. The creature can make a DC 20 Wisdom Saving Throw at the end of each of its turns to end the effect. Once the effect ends, the creature is immune to the Slaads Charming Roar for 24 hours.
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