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Habitat: Planar (Limbo); Treasure: Any

Green slaadi come into being when the propagation methods of red or blue slaadi affect certain creatures capable of casting spells of level 3 or higher. Green slaadi are more intelligent than their blue and red brethren and often direct their kin to portals where gray slaadi have identified Humanoid communities ripe for invasion.


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 three Chaos Staff attacks.

Chaos Staff. Melee or Ranged Attack Roll: +7, reach 10 ft. or range 60 ft. Hit: 8 (1d8 + 4) Force 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 14, +6 to hit with spell attacks):

At Will: Detect Magic, Detect Thoughts, Mage Hand
1/Day Each: Fireball, Invisibility (self only)

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.


Green Slaad

Large Aberration, Chaotic Neutral
  • Armor Class 16
  • Hit Points 144 (17d10 + 51)
  • Speed 30 ft.
  • Initiative +5 (15)
STR
16 (3)
DEX
15 (2)
CON
16 (3)
INT
11 (0)
WIS
8 (-1)
CHA
18 (4)
  • Saving Throws Str +3, Dex +2, Con +3, Int +0, Wis -1, Cha +4
  • Skills Arcana +3, Perception +2
  • Damage Resistance Acid, Cold, Fire, Lightning, Thunder
  • Senses Blindsight 30 ft., Darkvision 60 ft, passive Perception 12
  • Languages Common, Slaad; telepathy 60 ft.
  • Challenge 8 (3900 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 three Chaos Staff attacks.
  • Chaos Staff (Melee). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (1d8 + 4) Force 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.
  • Chaos Staff (Ranged). Ranged Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: (1d8 + 4) Force 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 14, +6 to hit with spell attacks): At Will: Detect Magic, Detect Thoughts, Mage Hand 1/Day Each: Fireball, Invisibility (self only)
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