Kryx RPGThemesMonsters

Gray Slaad

Medium aberration (shapechanger)
Challenge
9 (5,000 XP)

STR
3
DEX
3
CON
3
INT
1
WIS
−1
CHA
2

127
17d8+51
18
Soak
2
Fort
+3
Ref
+3
Will
+1
Defense note natural armor
Damage resistances acid, cold, concussion, fire, lightning

Speed 9 m.
Senses blindsight 18 m., darkvision 18 m., passive Perception 15
Skills Arcana +5, Perception +5
Languages Slaad, telepathy 18 m.

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

Magic Weapons. The slaad’s weapon attacks are magical.

Maneuvers. The gray slaad uses maneuvers (maneuver save DC 15). It has 12 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice when it finishes a short rest, and knows the following maneuvers:

1 stamina die: ambush, disorient, fearsome beast, flesh ripper (Claw only), fountain of blood, glancing blow, hamstring, parry, rampage, slice through, spring attack, swipe (Claw only), trip, whirling blade

2 stamina dice: swift strike, tear tendon

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

Shapechanger. 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.

Spellcasting. The gray slaad is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:

At will: detect magic, detect thoughts, invisibility (self only)

Cantrips (at will): chaos orb, minor telekinesis, wild guesses

1 mana: animate chaos, bend luck, chaos abated, chaos bolt, chaotic weapon, color spray, compelled surge, comprehend languages, confusion, fear, levitate, misdirection, prismatic spray, wild magic sphere, wild outbreaks

2 mana: aphasia, entropic shield, scatter

1/day: plane shift

Variant: Control Gem. Implanted in the slaad’s brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.

Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster’s open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad’s presence, can be worded to acquire the gem.

A greater restoration spell cast on the slaad destroys the gem without harming the slaad.

Someone who is proficient in Medicine can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Medicine check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.

Actions

Multiattack. The slaad makes three attacks: one with its bite and two with its claws, greatsword, or shortsword.

Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 6 (1d6 + 3) piercing damage.

Claws (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 8 (1d10 + 3) slashing damage.

Greatsword. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 9 (1d12 + 3) slashing damage.

Shortsword. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 6 (1d6 + 3) piercing damage.

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