Large aberration, Chaotic Neutral
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 123 (13d10 + 52) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 15 (+2) | 18 (+4) | 7 (-2) | 7 (-2) | 9 (-1) |
| Saving Throws | — |
|---|---|
| Skills | Perception +1 |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; cold; fire; lightning; thunder |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 11 |
| Languages | Slaad, telepathy 60 ft. |
| Challenge | 7 |
The slaad has advantage on saving throws against spells and other magical effects.
The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
The slaad makes three attacks: one with its bite and two with its claws.
Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 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.
Large aberration, Chaotic Neutral
| Armor Class | 15 |
|---|---|
| Hit Points | 133 (14d10 + 56) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 15 (+2) | 18 (+4) | 7 (-2) | 7 (-2) | 9 (-1) |
| Saving Throws | — |
|---|---|
| Skills | Perception +1 |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; cold; fire; lightning; thunder |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Darkvision 60 ft., passive Perception 11 |
| Languages | Slaad; telepathy 60 ft. |
| Challenge | 7 |
The slaad has Advantage on saving throws against spells and other magical effects.
The slaad regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Points.
The slaad makes three Mutating Claw attacks.
Melee Attack Roll: +8, reach 10 ft. Hit: 12 (2d6 + 5) Slashing damage plus 3 (1d6) Poison damage. If the target is a Humanoid not cursed by a slaad, it is subjected to the following effect. con DC 15. Failure: The target is cursed. The cursed target can't regain Hit Points, and its Hit Points maximum decreases by 10 (3d6) after every 24 hours and doesn't return to normal after finishing a Long Rest. If the curse reduces the target's Hit Points maximum to 0, the curse ends, and instead of dying, the target instantly transforms into a Red Slaad or, if it can cast spells of level 3 or higher, a Green Slaad. Only a Wish spell can reverse this transformation.