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Habitat: Planar (Limbo); Treasure: Any

Gray slaadi arise from green slaadi transformed by the Spawning Stone or slaad lords. They explore the planes, seeking Humanoid communities to invade near planar pathways.


Slaadi

Unpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren’t inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.

Slaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.

Fight a slaad and lose, the story’s over. Fight a slaad and win, there’s a thousand more standing in line just to prove they’re tougher.
—Jebeel Sloom, guide to the Plane of Limbo

Traits

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

Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.

Actions

Multiattack. The slaad makes two Chaos Claw attacks.

Chaos Claw. Melee Attack Roll: +8, reach 10 ft. Hit: 9 (1d10 + 4) Slashing damage plus 11 (2d10) Necrotic 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.

Spellcasting. The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16):

At Will: Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image

1/Day Each: Cloudkill, Fly, Plane Shift (self only), Tongues

Bonus Actions

Shape-Shift. The slaad shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.


Gray Slaad

Medium Aberration, Chaotic Neutral
  • Armor Class 18
  • Hit Points 150 (20d8 + 60)
  • Speed 40 ft.
  • Initiative +7 (17)
STR
19 (4)
DEX
17 (3)
CON
16 (3)
INT
13 (1)
WIS
8 (-1)
CHA
18 (4)
  • Saving Throws Str +4, Dex +3, Con +3, Int +1, Wis -1, Cha +4
  • Skills Arcana +5, Perception +7
  • Damage Resistance Acid, Cold, Fire, Lightning, Thunder
  • Senses Blindsight 60 ft., Darkvision 60 ft, passive Perception 17
  • Languages Common, Slaad; telepathy 60 ft.
  • Challenge 9 (5000 XP)
  • Habitat Planar (Limbo)
  • Treasure Any
  • Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
  • Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.

Actions


  • Multiattack. The slaad makes two Chaos Claw attacks.
  • Chaos Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d10 + 4) Slashing damage plus (2d10)Necrotic damage. Until the start of the slaad's next turn, the target has a condition determined by rolling [[1d4]] (1d4): on a **1**, Charmed; on a **2**, Frightened; on a **3**, Poisoned; or on a **4**, Incapacitated.
  • Spellcasting. The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 16): At Will: Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image 1/Day Each: Cloudkill, Fly, Plane Shift (self only), Tongues
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