Green SlaadLarge aberration (shapechanger)
- 8 (3,900 XP)
Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects
Maneuvers. The green slaad uses maneuvers (maneuver save DC 15). It has 11 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 (rounded up) when it finishes a short rest, and knows the following maneuvers:
2 stamina dice: 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 green slaad is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 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:
1 mana: animate chaos, bend luck, chaos abated, chaos bolt, chaotic weapon, color spray, compelled surge, confusion, fear, invisibility (self only), misdirection, prismatic spray, wild magic sphere, wild outbreaks
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.
Multiattack. The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice.
Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 11 (2d6 + 4) piercing damage.
Claw (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 7 (1d6 + 4) slashing damage.
Quarterstaff. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 13 (2d8 + 4) bludgeoning damage.
Hurl Flame. Ranged Spell Attack: +4 to hit, range 18 m. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren’t being worn or carried.