Large aberration, Chaotic Evil
| Armor Class | 19 (natural armor) |
|---|---|
| Hit Points | 299 (26d10 + 156) |
| Speed | 30 ft., swim 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 24 (+7) | 22 (+6) | 20 (+5) | 18 (+4) | 26 (+8) |
| Saving Throws | Cha +15, Con +13, Dex +14 |
|---|---|
| Skills | Arcana +12, Deception +15, Insight +18, Intimidation +15, Perception +11 |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; cold; fire; lightning; thunder |
| Damage Immunities | necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks |
| Condition Immunities | charmed; exhaustion; frightened; poisoned |
| Senses | blindsight 60 ft., truesight 120 ft., passive Perception 21 |
| Languages | all, telepathy 120 ft. |
| Challenge | 23 |
Any creature (other than Undead or Constructs) that ends its turn within 10 feet of Ssendam must succeed on a DC 20 Charisma saving throw or be inflicted with a random short-term madness. If a creature succeeds against any madness ability of Ssendam's, they are immune to Ssendam's madness for 1 hour.
If Ssendam fails a saving throw, she can choose to succeed instead.
Ssendam has advantage on saving throws against spells and other magical effects.
Ssendam's weapon attacks are magical.
Ssendam regains 40 hit points at the start of her turn if she has at least 1 hit point.
Ssendam makes three attacks: one with her Touch of Madness and two with her Chaos Staff.
Melee Attack Roll: +12 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 11 (2d10) necrotic damage. A target that fails a DC 20 Charisma saving throw is inflicted with a random short-term madness. If it is already mad, the existing madness is replaced with a random long-term madness.
Melee Attack Roll: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 11 (2d10) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or have the stunned condition for 1 minute. The target may repeat the saving throw at the end of each of their turns, ending the effect on a success.
Ssendam summons 1d4 + 1 death slaad. A summoned slaad appears in an unoccupied space within 60 feet of Ssendam, acts as an ally of Ssendam, and can't summon other slaadi. It remains for 1 minute, until it or Ssendam dies, or until Ssendam dismisses it as an action.
Ssendam magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
When damaged, Ssendam uses her reaction to activate Change Shape to transform into her golden amoeba form. Doing this reduces the damage to 0.
Ssendam makes one Chaos Staff attack.
Ssendam uses her Teleport action.
Ssendam forces every creature suffering from madness within 60 feet of her to use their reaction to attack another creature within 5 feet of them.
Ssendam casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: detect evil and good, detect magic, detect thoughts, dispel magic, fear, fly, mass suggestion, plane shift
2 each/day: finger of death, flame strike
1 each/day: power word kill, power word stun