Red Slaad

Red Slaad

Large aberration
Challenge

STR
3
DEX
1
CON
3
INT
−2
WIS
−2
CHA
−2

93
11d10+33
16
Soak
1
Fort
+4
Ref
+3
Will
−1
Defense note natural armor
Damage resistances acid, cold, concussion, fire, lightning

Speed 5 m.
Skills Perception +0 (11)
Senses darkvision 10 m.
Languages Slaad, telepathy 10 m.

Control Gem. Implanted in the red slaad’s brain is a magic control gem. The red 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 red slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster’s open hand, instead of imprisoning the red slaad. A miracle or wish spell, if cast in the red slaad’s presence, can be worded to acquire the gem.

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

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

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

Maneuvers. The red slaad uses maneuvers (maneuver save Difficulty 14). It has 9 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, fearsome beast, fountain of blood, rampage, spring attack, swipe (Claw only), tear flesh (Claw only), trip

2 stamina dice: tear tendon

Regeneration. The red slaad regains 10 health at the start of each of its turns. While the red slaad is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. The red slaad dies only if it starts its turn with 0 health and doesn’t regenerate.

Actions (3)

Bite (1/turn). Melee Weapon Attack: +5 to hit. Hit: 8 (2d4 + 3) piercing damage.

Claw (2/turn). Melee Weapon Attack: +5 to hit. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a Difficulty 14 Fortitude saving throw or be diseased with a minuscule slaad egg.

A humanoid host can carry only one slaad egg to term at a time. The disease has no effect, but over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on skill checks and saving throws. At birth, the tadpole chews its way through vital organs and out of the host’s chest in 1 round, killing the host in the process.

If the disease is cured before the tadpole’s emergence, the unborn slaad is disintegrated.

Limbomm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failure, a creature is frightened of you until the end of your next turn.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.