Large aberration (shapechanger), Chaotic Neutral
| Armor Class | 16 (natural armor) |
|---|---|
| Hit Points | 127 (15d10 + 45) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 15 (+2) | 16 (+3) | 11 (+0) | 8 (-1) | 12 (+1) |
| Saving Throws | — |
|---|---|
| Skills | Arcana +3, Perception +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; cold; fire; lightning; thunder |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | blindsight 30 ft., darkvision 60 ft., passive Perception 12 |
| Languages | Slaad, telepathy 60 ft. |
| Challenge | 8 |
The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
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 or staff. Alternatively, it uses its Hurl Flame twice.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Ranged Spell Attack Roll: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren't being worn or carried.
The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, mage hand
1/day: fireball
2 each/day: fear, invisibility (self only)
Large aberration, Chaotic Neutral
| Armor Class | 16 |
|---|---|
| Hit Points | 144 (17d10 + 51) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 15 (+2) | 16 (+3) | 11 (+0) | 8 (-1) | 18 (+4) |
| Saving Throws | — |
|---|---|
| Skills | Arcana +3, Perception +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; cold; fire; lightning; thunder |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Blindsight 30 ft., Darkvision 60 ft., passive Perception 12 |
| Languages | Common, Slaad; telepathy 60 ft. |
| Challenge | 8 |
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 Chaos Staff attacks.
Melee or Ranged Attack Roll: +7, reach 10 ft. or range 60 ft. Hit: 8 (1d8 + 4) Force damage. Until the start of the slaad's next turn, the target has a condition determined by rolling 1d4: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.
The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):
At will: Detect Magic, Detect Thoughts, Mage Hand
1 each/day: Fireball, Invisibility (self only)