Large Aberration, Chaotic Neutral
Armor Class 17 (natural armor, bracers of magical
Hit Points 189 (17d10 + 85)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
20 (+5)
INT
12 (+1)
WIS
17 (+3)
CHA
9 (-1)
Skills Perception +1
Damage Resistances Acid, Cold, Fire, Lightning, Thunder
Senses Darkvision 60 ft., Passive Perception 11
Languages Slaad, Telepathy 60 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

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

Actions

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

Breath Attack (Recharge 5-6). Cheekly Spews forth raw limbo in a 60 ft cone. roll 1d4 and consult the chart.

  1. 11d6 lightning dc 15 cha save or haste spell
  2. 11d6 acid dc 15 wisdom save or confusion spell
  3. 11d6 fire dc 15 con save or exhausted (1 level)
  4. 11d6 cold dc 15 con save or slow spell

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. the target if hit must roll 1d20. if the roll is below eleven then nothing happens. if the target rolls above 10 then are subjected to a random table 1d8.

  1.  target becomes almirage
  2. target becomes target of shield spell
  3. target becomes triceratops
  4. target is teleported 145 feet in a random direction
  5. target is gains an inpiration
  6. target roll on resurrection table 
  7. object in targets hand turn to gold
  8. target dies and then revives with randomly rolled health
Reactions

 

 

Lair and Lair Actions

 

D100

Wild magic

0-19

Spell rebounds on caster with normal effect. If the spell cannot affect the caster, it simply fails.

20-23

A circular pit 15 feet wide opens under the caster’s feet; it is 10 feet deep per level of the caster

24-27

The spell fails, but the target or targets of the spell are pelted with a rain of small objects (anything from flowers to rotten fruit), which disappear upon striking. The barrage continues for 1 round. During this time the targets are blinded and must make Concentration checks (DC 15 + spell level) to cast spells. 

28-31

The spell affects a random target or area. The DM should randomly choose a different target from among those in range of the spell or center the spell at a random place within range of the spell. To generate direction randomly, roll 1d8 and count around the compass, starting with north. To generate range randomly, roll 3d6. Multiply the result by 5 feet for close range spells, 20 feet for medium range spells, or 80 feet for long range spells. 

32-35

The spell functions normally, but any material components are not consumed. The spell is not expended from the caster’s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item’s or spell-like ability’s use limit. 

36-39

The spell does not function. Instead, everyone (friend or foe) within 30 feet of the caster receives the effect of a heal spell. 

40-43

The spell does not function. Instead, a deeper darkness and a silence effect cover a 30-foot radius around the caster for 2d4 rounds. 

44-47

The spell does not function. Instead, a reverse gravity effect covers a 30-foot radius around the caster for 1 round. 

48-51

The spell functions, but shimmering colors swirl around the caster for 1d4 rounds. Consider this a glitterdust effect with a save DC of 10 + the level of the spell that generated this result. 

52-59

Nothing happens. The spell does not function. Any material components are used up. The spell or spell slot is used up, and charges or uses from an item are used up.

60-71

Nothing happens. The spell does not function. Any material components are not consumed. The spell is not expended from the caster’s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item’s or spell-like ability’s use limit. 

72-98

The spell functions normally

99-100

The spell functions strongly. Saving throws against the spell suffer a –2 penalty. The spell has the maximum possible effect and rolls maximum damage.

 

on initiative count 20 roll on the bean table. 50/50 percent 4-6

[magic item]bag of beans[/magic item]

Monster Tags: Slaad

OmishRittenwall

Comments

Posts Quoted:
Reply
Clear All Quotes