Slaadi

The pure stuff of chaos flows through the veins of the slaadi, born to sow disorder throughout the multiverse. Though many have wondered at their origin and purposes, most who have made serious inquiries have been driven mad by the attempt, or else decried the task as an excercise in worthless trivia.

There is no "why" to a slaad, there is simply their will in this moment and the means by which it moves them. Philosophers are torn whether this represents the pinacle of radical freedom or whether the very concept of freedom is alien to the slaad, as true freedom seems to entail doing things for reasons.

Slaad Lore

Arcana DC 15: Each slaad contains a crystaline growth that can be seen faintly beneath the semitranslucent flesh of its forehead. It has been rumored that surgically extracting one of these will give the bearer control over the slaad it was taken from, but thus far such claims are unsubstantiated Arcana DC 20: Slaadi occasionally present with the ability to polymorph into humanoids or other creatures. Those who gestated in a humanoid host tend to polymorph into forms resembling their former host, though its unclear whether this is a sentimental affectation or if they simply find it convenient.
Nature DC 20: While slaads of a given color often present with similar abilities, color is not a perfect indicator of a slaad's type. There are "blue slaads" that are green or
purple, for instance, and slaads that present
characteristics of multiple subtypes. Some even appear
to be born naturally spliced with other creatures, such as
a slaad exhibiting snake-hair reminiscent of
that of a medusa.

Social Encounters

  • A white slaad has phased into an arcane research facility at an inopportune moment and been vaporized by what the archmages have affectionately nicknamed "The Ray of Ultimate Annihilation", which seems to have torn a hole in the fabric of space time through which all of reality is slowly leaking. The party is needed for a venture to Limbo to discover the slaad's past self and warn it of the danger.
  • A case of slaad eggs has been stolen from a local wizard's tower, and it is imperative that every man, woman, and child in the city recieive treatment immediately or this could become an epidemic. There simply aren't enough clerics for the task, but slaad tadpoles fare poorly when exposed to large amounts of alcohol....
  • A rival party calling themselves "moshsmath" is attempting to break into the adventuring business and has requested the party's advice. While they look the party of classic adventurers, their unblinking eyes, profuse sweating, and obviously fake names lead the party to believe that all might not be as it seems. Despite this, they seem sincere in their desire for heroic adventure.

The Slaad Cycle

The slaadi reproductive cycle is very simple. Just remember, ET PRIC TV - Elminster's toad-pride ray infatuates cocksure tourists verily.

  • Egg. The red slaad implants a parasitic slaad tadpole through its oviduct claws into a humanoid host.
  • Tadpole. The tadpole emerges as a baby blue slaad, or a green slaad if its host was a powerful mage. Sometimes its a red slaad too, but don't worry about that. It probably doesn't mean anything.
  • Phage. The blue slaad's bite carries the Chaos Phage, which mutates its hosts into red slaads. Usually.
  • Reincarnation. If killed, the green slaad reincarnates as a blue slaad, which metamorpheses back to a green slaad after a year and a day.
  • Inspiration. Sometimes a green slaad will be struck with a brilliant idea; usually they explode shortly thereafter, but sometimes they figure out how to transform into grey slaads, which are a bit greyer than green slaads.
  • Cannibalism. A grey slaad that eats an entire death slaad in a single sitting becomes a death slaad, which is a bit greyer than a grey slaad.
  • Time Travel. A death slaad at least a century old that, through time travel, introduces paradoxes into its own timeline sometimes creates a chronos slaad. Usually they just erase themselves from history, though.
  • Void. A chronos slaad at least a century old that is consumed by a sphere of annihilation or other concentrated point of elemental void imbues that void with chaos, giving birth to a void slaad.

Slaad Tadpole

Tiny aberration, chaotic neutral


  • Armor Class 14
  • Hit Points 10 (4d4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 18 (+4) 10 (+0) 5 (-3) 3 (-4) 3 (-4)

  • Skills Stealth +6
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Senses Darkvision 60 ft., Passive Perception 7
  • Languages Understands slaad but can't speak
  • Challenge 1/8 (25 XP)

Rapid Evolution. Each hour it survives, the tadpole adds 10 hit points to its current and maximum hit points. Every 4 hours, the tadpole's size category increases by one step.

After 13 hours, the tadpole transforms into a full grown slaad.

Bloody Trail. For the first hour after it emerges, the tadpole leaves a clear trail of blood that creatures have advantage on Survival (Wisdom) checks made to track.

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

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Goreslick Scuttle. The tadpole takes the dodge action. Until the beginning of its next turn, whenever the tadpole is missed with an attack, it may move up to 10 ft. without provoking attacks of opportunity.

Emerge. The tadpole bursts forth from its host's chest in a spray of gore. Each creature that can see it must succeed on a DC 14 Wisdom saving throw or be Frightened until the end of the tadpole's next turn. A creature that fails by 5 or more is instead Stunned until the end of the the tadpole's next turn.

Slaad Tadpole Tactics

After Emerging, tadpoles immediately try to seek cover, then use their goreslick scuttle to try to safely reach a tiny space it can crawl into where its pursuers will have difficulty following it, such as a pipe or vent.

Over the course of its Rapid Evolution, the slaad continues moving from hiding space to hiding space, keeping on the move and seeking larger spaces to accomodate its growing form, fleeing whenever spotted. If size Medium or larger, the tadpole dashes to escape, rather than using its Goreslick Scuttle.

Red Slaad Lore

Nature DC 15: Occasionally known as blood slaads, red slaadi seem most inclined to sudden outbursts of violence of their kin.
Nature DC 20: The claws of a red slaad are full of tiny parasitic slaad eggs, which if not immediately dealt with will consume a creature infected by them from within over the course of a month.

Red Slaad Tactics

Red slaadi use their Mighty Leap to enter melee and lay about with their oviduct claws. Usually once it believes its enemies to be infected, the slaad flees, content to wait out
it's foe's demise. If surrounded, they leap to knock their
foes prone before fleeing.

If given occasion to fight to the death, the slaad uses
its vicious kick repeatedly so long as it has prone target, using its Mighty Leap if it needs to knock a foe prone.

Slaad Egg. A humanoid host can carry only one slaad egg to term at a time. 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 attack rolls, ability 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.

Blue Slaad Lore

Arcana DC 20: Blue slaadi often seem to have the magical ability to innately move through walls as though they were not there, making chasing or tracking them through urban environments a near-impossibility.
Nature DC 15: The bite of the blue slaad carries a disease known as the chaos phage, which slowly mutates its host into a red slaad.

While no accounts of host-to-host transmission have yet been reported, the eventual evolution of such a strain of the phage is considered a near-inevitablility by many of those who study the creatures of chaos, and could very well spell the doom of the multiverse as we know it.

Blue Slaad Tactics

Blue slaads lurk within the space between walls or in sealed rooms, waiting for enemies to surprise. Against a lone foe, they use their Mighty Leap to knock it prone, then use their phage-laden bite until it infected and flee, or use their rending bonescythes if trying to kill it.

If outnumbered the slaad uses its mighty leap repeatedly, spasmodically jumping all over as it stomps its foes into paste.

Chaos Phage. While infected, the target can’t regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target’s hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.


Red Slaad

Large aberration, chaotic neutral


  • Armor Class 14 (Natural Armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-2) 6 (-2) 7 (-2)

  • Skills Perception +1
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Slaad, Telepathy 60 ft.
  • Challenge 5 (1,800 XP)

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

Chaotic Resilience. The slaad has resistance to the damage type of the last source of damage it received.

Actions

Multiattack. The slaad makes three attacks, one of which may be with its bite. It may replace up to one of its attacks with a use of its Mighty Leap.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Vicious Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgoning damage. This attack deals an additonal 5 (2d4) damage to a prone creature.

Ovoduct Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a slaad egg.

Mighty Leap. The slaad leaups up to 20 ft., and can land in the space of any Medium or smaller creature. Each of those creatures must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. On a successful save, the creature is pushed to the nearest unoccupied space.



Blue Slaad

Large aberration, chaotic neutral


  • Armor Class 15 (Natural Armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 7 (-2) 7 (-2) 9 (-1)

  • Skills Perception +1, Stealth +5
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Slaad, Telepathy 60 ft.
  • Challenge 7 (2,900 XP)

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

Chaotic Resilience. The slaad has resistance to the damage type of the last source of damage it received.

Wall Lurker. The slaad may pass through wood, plaster, or stone walls without resistance.

Actions

Multiattack. The slaad makes three attacks, one of which may be with its phage-laden bite. It may replace any number of these attacks with uses of its Mighty Leap.

Phage-Laden Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with Chaos Phage.

Rending Bonescythes. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. This attack scores a critical hit on a roll of 18-20.

Mighty Leap. The slaad leaups up to 20 ft., and can land in the space of any Medium or smaller creature. Each of those creatures must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. On a successful save, the creature is pushed to the nearest unoccupied space.



Green Slaad

Large aberration (shapechanger), chaotic neutral


  • Armor Class 16 (Natural Armor)
  • Hit Points 153 (18d10 + 54)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+3) 16 (+3) 8 (-1) 12 (+1)

  • Skills Arcana +3, Perception +2
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Slaad, Telepathy 60 ft.
  • Challenge 8 (3,900 XP)

Shapechanger. The slaad can use its action to polymorph itself or another slaad 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.

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

Chaotic Resilience. The slaad has resistance to the damage type of the last source of damage it received.

Disordered Transposition. At the begining of the slaad's turn, a randomly selected creature within 60 ft. is teleported up to 30 ft. to a location of the slaad's choice that the slaad can see.

Actions

Multiattack. The slaad makes three melee attacks, up to two of which it may replace with uses of its chaos flame.

Brainstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target is pushed 5 ft. away.

On a critical hit, the slaad must succeed on a DC 15 Constitution saving throw or be Stunned until the beginning of its next turn.

Chaos Flame (2nd Level Spell). Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 21 (6d6) fire damage. The fire ignites flammable objects that aren't being worn or carried.

If this attack misses, the slaad makes a second attack roll against a random creature within 10 ft. of the original target.

Pandemoniac Ephemera (Concentration). The slaad creates the image of an object or creature no larger than a 20-foot cube. It seems real to all senses, though a successful DC 15 Intelligence (Investigation) check reveals its illusory nature. The slaad may interact with the illusion physically as though it were real.

As a Bonus Action on each of its turns, the slaad can move the illusion up to 30 ft.

Madness Croak (Recharge 5-6). The slaad and each other creature within 30 ft. of it must succeed on a DC 14 Wisdom saving throw or be forced to use its reaction to make a melee attack against a radom creature in its reach, or against itself if there are no other creatures within range. A creature that fails this save by 5 or more is Frightened until the end of its next turn.

Green Slaad Lore

Arcana DC 15: Through a bizarre form of subsonic dissonance, the croak of a green slaad can induce a temporary madness in all those who hear it.
Arcana DC 20: Whether and to what extent the conjurations of the green slaad are "real" is the subject of some debate. They seem to be illusory, yet the slaadi seem to be able to make use of them as though they were real.

Green Slaad Tactics

The green slaad first closes to melee and uses its brainstaff once, then switches to its chaos flame if no more enemies remain in melee with it. If its foes cluster together, the slaad uses its madness croak whenever available, making sure not to be in melee range of more than one of them when it does, ideally a weak-looking one.

It ordinarily uses its Pandemoniac Ephemera to intimidate, perhaps by making the party seem outnumbered; to aid its movement, such as with a flying mount or illusory bridge, ladder or mount; or to cover its retreat, usually by making an illusory door in a wall it can pass through or an illusory hole in the ground it can jump into.



Grey Slaad

Large aberration (shapechanger), chaotic neutral


  • Armor Class 18 (Natural Armor)
  • Hit Points 161 (19d10 + 57)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2)

  • Skills Arcana +5, Perception +7
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Senses Darkvision 60 ft., Passive Perception 17
  • Languages Slaad, Telepathy 60 ft.
  • Challenge 9 (5,000 XP)

Shapechanger. The slaad can use its action to polymorph itself or another slaad 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.

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

Chaotic Resilience. The slaad has resistance to the damage type of the last source of damage it received.

Rift Mage. The slaad has a small private pocket dimension, which it can enter or exit as an Action. When the slaad exits its pocket dimension, it appears in the unoccupied space nearest to where it departed. When the slaad dies, the contents of its pocket dimension explode from its chest.

Actions

Multiattack. The slaad makes three attacks, one of which may be with its bite, and uses its Pandemoniac Ideal. It may replace up to two of its attacks with uses of its Junkdrop.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Knuckle Rap. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the creature must succeed on a DC 15 Constitution saving throw or drop one object it is holding.

Junkdrop. The slaad opens a small portal over a creature's head, showering it with planar detritus. One creature the slaad can see within 60 ft. must succeed on a DC 16 Dexterity saving throw or take 22 (5d8) bludgeoning damage and be knocked prone, or take half as much on a success.

Pandemoniac Ephemera (Concentration). The slaad creates the image of an object or creature no larger than a 30-foot cube. It seems real to all senses, though a successful DC 16 Intelligence (Investigation) check reveals its illusory nature. The slaad may interact with the illusion physically as though it were real.

Uncontrolled Burst (Recharge 5-6). Each other creature within 20 ft. of the slaad must succeed on a DC 16 Dexterity saving throw or take 28 (8d6) fire damage, or half as much on a success.

Reactions

Portal Catch. As a reaction when a creature within 30 ft. drops an object, the slaad briefly opens a tiny dimensional rift, causing the object to fall into its private pocket dimension.

Insubstantiate. As a reaction to taking 15 or more damage from a single source, the slaad disintigrates into a shower of fine particles, reforming at any point within 10 ft. of where it disappeared from at the beginning of its next turn.

Grey Slaad Lore

Arcana DC 15: Grey slaadi are occasionally known as portal slaads, due to their proclivity for command over demiplanar magics. Most grey slaads have a private demiplane under their control, which they fill with stolen detritus that they can conjure at will.

Grey Slaad Tactics

Grey slaadi move around the edges of a melee, striking with their knuckle rap to steal weapons and spell foci with their portal catch, and using their junkdrop against any threats it cannot disarm. If surrounded, the grey slaad uses its uncontrolled burst whenever available.

The grey slaad uses its pandemoniac ephemera in much the same way as the green slaad does.



Death Slaad

Large aberration (shapechanger), chaotic evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 171 (18d10 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 19 (+4) 15 (+2) 10 (+0) 16 (+3)

  • Saving Throws CON +8, WIS +4, CHA +7
  • Skills Arcana +6, Perception +8
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Senses Darkvision 60 ft., Passive Perception 18
  • Languages Slaad, Telepathy 60 ft.
  • Challenge 10 (5,900 XP)

Shapechanger. The slaad can use its action to polymorph itself or another slaad 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.

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

Chaotic Resilience. The slaad has resistance to the damage type of the last source of damage it received.

Actions

Multiattack. The slaad makes three attacks, one of which may be with its havoc bite. It may replace any number of these attacks with uses of its Mighty Leap or Death Croak, if available.

Havoc Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing plus 10 (3d6) necrotic damage. Additionally on a hit, the first 10 ft. of movement the target takes on its following turn is made in a random direction.

Entropic Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) force plus 7 (2d6) necrotic damage. A creature killed by this damage disintigrates.

Mighty Leap. The slaad leaps up to 20 ft., and can land in the space of any Medium or smaller creature. Each of those creatures must succeed on a DC 17 Dexterity saving throw or take 7 (2d6) bludgeoning plus 7 (2d6) necrotic damage and be knocked prone. On a successful save, the creature is pushed to the nearest unoccupied space.

Pandemoniac Ideal (Concentration). The slaad creates the image of an object, creature, or pheneomenon no larger than a 30-foot cube. It seems real to all senses, though a successful DC 16 Intelligence (Investigation) check reveals its illusory nature. The slaad may interact with the illusion physically as though it were real.

As a Bonus Action on each of its turns, the slaad can move the illusion up to 30 ft. and force one creature within 5 ft. of it to succeed on a DC 16 Intelligence saving throw or take 26 (4d12) damage of a type appropriate to the illusion. A creature that has investigated the illusion makes this save with advantage.

Death Croak (Recharge 5-6). The slaadi lets out a horrible, atonal croak that destabilizes matter around it. Until the end of the slaad's next turn, a non-slaad creature that ends its turn within 20 ft. of the slaad takes 22 (4d10) force damage.

Plane Shift (1/Day). The slaad and any number of slaadi adjacent to it teleport to a different plane of existence.

Death Slaad Lore

Arcana DC 20: The presence of a death slaad is so infused with chaos that anything it touches begins to decay and crumble, reducing nearly anything to a fine powder given long enough exposure.
Religion DC 20: Rather than the true paragons of chaos that their weaker kin revere them as, death slaadi instead represent its corruption by admixture of elemental evil.

Death Slaad Tactics

Death slaads begin combat with their Pandemoniac Ideal, creating an illusory ally or hazardous terrain feature to attack their foes with each turn. Once concentrating on that, they enter the fray with their Mighty Leap and use their Death Croak.

Once locked in, they use their Havoc Bite on a creature that might try to flee on the following turn, and use their entropic touch repeatedly on the most injured-looking foe until it is disintegrated.

Void Slaad Lore

Arcana DC 20: Any matter within 20 ft. of a void slaad is in constant and immediate danger of total and utter eradication. While there is no safe way to engage a void slaad, attackers are well-advised to spread out as far as possible so as to limit their losses.
Nature DC 25: Void slaads are the final marriage of
chaos and nothingness, pure volatile entropy
embodied in a form that wills only to end itself
and everything else it can take with it. They are
the rarest of slaads, not only because of the
agonizing process of their creation, but
because of how very briefly lived they tend to
be, instability and ephemerality imbued in
their very being.

Void Slaad Tactics

Void slaads use their Void Leap to take a
central position in the melee, then lay
about with their Vaccuum Slash, trying
to drag as many foes near as possible.
If it can catch at least three enemies in
the area, it uses its Void Croak
whenever available. It prioritizes as a
target any creature carrying lights.

Chronos Slaad Lore

Arcana DC 20: Chronos slaadi are those that have achieved a higher form of chaos, unbound even by fundamental laws of the multiverse as they swim between timelines and continuously trade places with alernate versions of themselves.
Arcana DC 25: While they are able to briefly coexist with versions of themselves from alternate timelines, a sharp shock of any kind to one of these time-clones is usually enough to force to violently resolve its own impossibility.

Chronos Slaad Tactics

The slaad first makes all of its attacks, then uses its 4-Dimensional Leap to obfuscate which is real and which is the copy. Against most enemies, it focuses on using its   chronoclaws, attacking a single enemy until it reduces the    creature to 0 Charisma, then switching to a new target. If    facing a Bard, Sorcerer, or Warlock, the slaad replaces one      of its attacks with its Havoc Bite, but usually simply         prioritizes other targets if possible.

       It uses its time croak only if supporting allies, or if its              Timeclone freakout is active, typically preferring for                     its clones to use the Time Croak to isolate a single                          foe for it to focus on with its multiattack.

                          It uses its Pandemoniac Ideal just as the                                   death slaad does.



Chronos Slaad

Large aberration, chaotic neutral


  • Armor Class 18 (Natural Armor)
  • Hit Points 220 (21d10 + 105)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 21 (+5) 19 (+4) 7 (-2) 23 (+6)

  • Saving Throws CON +10, WIS +3, CHA +11
  • Skills Arcana +9, History +14, Perception +8
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Senses Truesight 60 ft., Passive Perception 18
  • Languages Slaad, Telepathy 60 ft.
  • Challenge 14 (11,500 XP)

Timeline Swapper. At the beginning of each of its turns, the slaad teleports to an unoccupied space within 5 feet and all conditions on it end.

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

Chaotic Resilience. The slaad has resistance to the damage type of the last source of damage it received.

Actions

Multiattack. The slaad makes three attacks, one of which may be with its havoc bite, and uses its 4-Dimensional Leap.

Havoc Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing plus 10 (3d6) necrotic damage. Additionally on a hit, the first 10 ft. of movement the target takes on its following turn is made in a random direction.

Chronoclaws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) force damage and the target must make a DC 19 Charisma saving throw or have its Charisma score reduced by 1d4 for the next minute.

A creature that has its Charisma score reduced to 0 in this way takes 99 (18d10) psychic damage and has this reduction end as it replaced with a nearly identical version of itself from the nearest adjacent timeline.

4-Dimensional Leap. The slaad leaps up to 20 ft. in up to two different directions simultaneously, splitting in the air into an original and a copy and landing in two different spaces. The copy cannot take actions, and disintegrates at the beginning of the slaad's next turn or if it takes any damage.

Each creature in a space where the slaad landed must succeed on a DC 19 Dexterity saving throw or take 7 (2d6) bludgeoning plus 7 (2d6) force damage and be knocked prone. On a successful save, the creature is pushed to the nearest unoccupied space.

Pandemoniac Ideal (Concentration). The slaad creates the image of an object, creature, or pheneomenon no larger than a 30-foot cube. It seems real to all senses, though a successful DC 16 Intelligence (Investigation) check reveals its illusory nature. The slaad may interact with the illusion physically as though it were real.

As a Bonus Action on each of its turns, the slaad can move the illusion up to 30 ft. and force one creature within 5 ft. of it to succeed on a DC 19 Intelligence saving throw or take 39 (6d12) damage of a type appropriate to the illusion. A creature that has investigated the illusion makes this save with advantage.

Time Croak (Recharge 5-6). The slaadi lets out a horrible, atonal croak that propels nearby creatures into the future. The slaad and each other creature within 20 ft. must succeed on a DC 19 Charisma saving throw or disappear, reappearing at the end of the slaad's next turn.

Plane Shift (1/Day). The slaad and any number of slaadi adjacent to it teleport to a different plane of existence.

Reactions

Timeclone Freakout. As a reaction when reduced below 111 hit points, the slaad pulls versions of itself from adjacent timelines into this one. Up to three copies of the slaad appear in the nearest unoccupied spaces to the slaad.

Each copy uses the original's stastistics, except it cannot use its multiattack and disintegrates if it is hit by an attack or fails a saving throw.



Void Slaad

Large aberration, chaotic neutral


  • Armor Class 18 (Natural Armor)
  • Hit Points 220 (21d10 + 105)
  • Speed 30 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 19 (+4) 16 (+3) 21 (+5)

  • Saving Throws CON +11, INT +10, WIS +9, CHA +11
  • Skills Insight +9, Perception +9
  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder
  • Damage Vulnerabilities Radiant
  • Senses Truesight 60 ft., Passive Perception 19
  • Languages Slaad, Telepathy 60 ft.
  • Challenge 19 (22,000 XP)

Light Eater. The void slaad reflects no light, and is invisible in darkness. At the beginning of its turn, each light source within 20 ft. of it is extinguished.

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

Chaotic Resilience. The slaad has resistance to the damage type of the last source of damage it received.

Annihilating Collapse. When the slaad dies, it condenses to a sphere of annihilating energy. Until the beginning of its next turn, a creature that starts its turn within 60 ft. must succeed on a DC 19 Strength saving throw or be pulled 20 ft. towards the sphere.

Then, each creature within 5 ft. of the sphere takes 22 (4d10) force damage. A creature reduced to 0 hit points by this damage must succeed on a DC 19 Constitution saving throw or disintegrate.

Actions

Multiattack. The slaad makes three attacks, one of which may be with its havoc bite, and uses its Void Leap.

Havoc Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing plus 10 (3d6) necrotic damage. Additionally on a hit, the first 10 ft. of movement the target takes on its following turn is made in a random direction.

Vaccuum Slash. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 13 (2d6 + 6) force damage and the target is dragged 10 ft. toward the slaad.

Void Leap. The slaad leaps up to 20 ft., and can land in the space of any Medium or smaller creature. Each creature within 30 ft. must succeed on a DC 18 Strength saving throw or be pulled up to 15 ft. toward the slaad, then each creature within 5 ft. of the slad falls prone and takes 14 (4d6) force damage.

Pandemoniac Ideal (Concentration). The slaad creates the image of an object, creature, or pheneomenon no larger than a 30-foot cube. It seems real to all senses, though a successful DC 16 Intelligence (Investigation) check reveals its illusory nature. The slaad may interact with the illusion physically as though it were real.

As a Bonus Action on each of its turns, the slaad can move the illusion up to 30 ft. and force one creature within 5 ft. of it to succeed on a DC 19 Intelligence saving throw or take 39 (6d12) damage of a type appropriate to the illusion. A creature that has investigated the illusion makes this save with advantage.

Void Croak (Recharge 5-6). The slaadi lets out a horrible, atonal croak that destroys all matter. Each nonmagical object and surface within 20 ft. that is not worn or carried disintegrates, leaving a circular crater.

Each creature in the area must succeed on a DC 19 Constitution saving throw or take 66 (8d10) force damage, or half as much on a success. A creature that fails this saving throw and is reduced to 0 hit points by the damage disintegrates.

Plane Shift (1/Day). The slaad and any number of slaadi adjacent to it teleport to a different plane of existence.

Art Credits

  • Slaad Assembly by James Zhang
  • Slaad Tadpole by Mark Behm
  • Red Slaad by Conceptopolis
  • Blue Slaad by Conceptopolis
  • Green Slaad by Conceptopolis

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