Mud Slaad Variant: Legendary Death Slaad
Medium aberration, chaotic evil Some death slaads become legendary monsters. A
legendary death slaad has a challenge rating of 16
Armor Class 13 (natural armor) (13,000 XP) and the following additional traits:
Hit Points 52 (8d8 + 16)
Speed 30ft. circle of death is added to its 1/Day innate
spellcasting list.
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 15 (+2) 6 (-2) 6 (-2) 7 (-2) Its proficency bonus goes up by one.
It gains Legendary Resistance (3/Day). If the
Skills Perception +0 legendary death slaad fails a saving throw, it can
Damage Resistances acid, cold, fire, lightning, choose to succeed instead.
thunder Legendary Actions
Senses darkvision 60 ft., passive Perception 10
Languages Slaad The slaad can take 3 legendary actions, choosing
Challenge 4 (1,100 XP) from the options below. Only one legendary action
option can be used at a time and only at the end of
Magic Resistance. The slaad has advantage on saving another creature’s turn. The slaad regains spent
throws against spells and other magical effects. legendary actions at the start of its turn.
Regeneration. The slaad regains 5 hit points at the
start of its turn if it has at least 1 hit point. Claw. The slaad makes one claw attack.
Regeneration (Cost 2 Actions). The slaad heals 8
Actions (1d8 + 4) hit points.
Blade Storm (Cost 3 Actions). The slaad makes
Multiattack. The slaad makes a two attacks: one bite two greatsword attacks and if both hit the same
attack and one claw attack. creature, the slaad makes a third attack against the
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., same target.
one target. Hit 4 (1d4 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., Variant: Slaad Summoning.
one target. Hit 5 (1d6 + 2) slashing damage. If the
target is a humanoid, it must succeed on a DC 12 Some slaad can have an action option that allows
Constitution saving throw or be be infected with a them to summon other slaad.
disease called chaos phage. While infected, the
target can’t regain hit points, and its hit point Summon Slaad (1/Day). The slaad chooses what
maximum is reduced by 3 (1d6) every 24 hours. If to summon and attempts a magical summoning.
the disease reduces the target’s hit point maximum
to 0, the target instantly transforms into a mud A black slaad summons 2d4 red slaad, 1d6 blue
slaad. slaad, 1d4 green slaad, 1d2 gray slaad or one
Screech (Recharge 4-6). The slaad emits a death slaad with no chance of failure.
tremendous screech. All creatures within 30 ft., of A white slaad summons 1d6 red slaad, 1d4
the slaad must succeed on a DC 12 Constitution blue slaad, 1d2 green slaad, or one gray slaad
saving throw, taking 21 (6d6) thunder damage on a with no chance of failure.
failed save, or half as much on a successful one. A death slaad has a 60 percent chance of
summoning 1d4 gray slaad.
A gray slaad has a 50 percent chance of
summoning 1d4 red slaad, 1d2 blue slaad or 1
green slaad.
A summoned slaad appears in an unoccupied
space within 60 feet of its summoner, acts as an
ally of its summoner, and can't summon other
slaad. It remains for 1 minute, until it or its
summoner dies, or until its summoner dismisses it
as an action.
White Slaad Magic Weapons. The slaad's weapon attacks are
magical.
Medium aberration (shapechanger), chaotic evil Regeneration. The slaad regains 10 hit points at the
start of its turn if it has at least 1 hit point.
Armor Class 19 (natural armor)
Hit Points 230 (20d8 + 140) Actions
Speed 30 ft.
Multiattack. The slaad makes three attacks: one with its
STR DEX CON INT WIS CHA bite and two with its claws or greatsword.
20 (+5) 19 (+4) 24 (+7) 19 (+4) 25 (+7) 22 (+6)
Bite (Slaad Form Only). Melee Weapon Attack: +12 to
Saving Throws Str +12, Dex +11, Con +14 hit, reach 5ft., one target. Hit 9 (1d8 + 5) piercing
Skills Arcana +11, Acrobatics +11, Insight +14, damage plus 7 (2d6) necrotic damage.
Claw (Slaad Form Only). Melee Weapon Attack: +12 to
Perception +14, Stealth +11 hit, reach 5ft., one target. Hit 10 (1d10 + 5) slashing
Damage Resistances acid, cold, fire, lightning, poison, damage plus 7 (2d6) necrotic damage. If the target is a
humanoid, it must succeed on a DC 21 Constitution
thunder; bludgeoning, piercing and slashing from saving throw or be infected with a disease called chaos
non-magical attacks phage. While infected, the target can’t regain hit
Senses blindsight 60 ft., passive Perception 24 points, and its hit point maximum is reduced by 3
Languages Slaad, telepathy 120 ft. (1d6) at the end of the creatures turn. If the disease
Challange 21 (30,000 XP) reduces the target’s hit point maximum to 0, the target
instantly transforms into a red slaad or, if it has the
Shapechanger. The slaad can use its action to ability to cast spells of 3rd level or higher, a green
polymorph into a Small or Medium humanoid, or back slaad. Only a wish spell can reverse the transformation.
into its true form. Its statistics, other than its size, are Greatsword. Melee Weapon Attack: +12 to hit, reach
the same in each form. Any equipment it is wearing or 5ft., one target. Hit 12 (2d6 + 5) piercing damage plus
carrying isn't transformed. It reverts to its true form if it 7 (2d6) necrotic damage.
dies.
Innate Spellcasting. The slaad's spellcasting ability is Legendary Action
Charisma (spell save DC 21). It can innately cast the
following spells, requiring no material components: The slaad can take 3 legendary actions, choosing from
At will: fly, greater invisibility (self only), haste, slow, the options below. Only one legendary action option
cloudkill can be used at a time and only at the end of another
3/day each: chain lightning, telekinisis, wall of force creature’s turn. The slaad regains spent legendary
1/day each: planeshift, time stop actions at the start of its turn.
Legendary Resistance (3/Day). If the slaad fails a saving
throw, it can choose to succeed instead. Shifting Time. The slaad casts haste or slow.
Magic Resistance. The slaad has advantage on saving Regeneration (Cost 2 Actions). The slaad heals 16 (2d8
throws against spells and other magical effects. + 7) hit points.
Claw Flurry (Cost 3 Actions). The slaad makes 3 claw
attacks.
Black Slaad Bite (Slaad Form Only). Melee Weapon Attack: +16 to
hit, reach 5ft., one target. Hit 11 (1d8 + 7) piercing
Medium aberration (shapechanger), chaotic evil damage plus 7 (2d6) necrotic damage and 7 (2d6)
psychic damage.
Armor Class 21 (natural armor) Claw (Slaad Form Only). Melee Weapon Attack: +16 to
Hit Points 375 (30d8 + 240) hit, reach 5ft., one target. Hit 12 (1d10 + 7) slashing
Speed 30 ft. damage plus 7 (2d6) necrotic damage and 7 (2d6)
psychic damage. If the target is a humanoid, it must
STR DEX CON INT WIS CHA succeed on a DC 25 Constitution saving throw or be
24 (+7) 22 (+6) 27 (+8) 22 (+6) 26 (+8) 24 (+7) infected with a disease called chaos phage. While
infected, the target can’t regain hit points, and its hit
Saving Throws Str +16, Dex +15, Con +17 point maximum is reduced by 7 (2d6) at the end of the
Skills Arcana +15, Acrobatics +15, Insight +17, creatures turn. If the disease reduces the target’s hit
point maximum to 0, the target instantly transforms
Perception +17, Stealth +15 into a red slaad or, if it has the ability to cast spells of
Damage Immunities bludgeoning, piercing and slashing 3rd level or higher, a green slaad. Only a wish spell can
reverse the transformation.
from non-magical attacks Entropic Spit (Slaad Form Only). The slaad exhales
Damage Resistances acid, cold, fire, lightning, poison, mucus in a 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 25 Dexterity
thunder saving throw, taking 14 (4d6) necrotic damage plus,
Senses blindsight 60 ft., passive Perception 27 14 (4d6) force damage on a failed save, or half as
Languages Slaad, telepathy 120 ft. much on a successful one.
Challange 29 (135,000 XP) Magic Breaker. The slaad touches one magical object it
can see within 5 feet of it. If the object is being worn
Shapechanger. The slaad can use its action to or carried by a creature, the creature can make a DC 23
polymorph into a Small or Medium humanoid, or back Dexterity saving throw to avoid the slaad's touch. If the
into its true form. Its statistics, other than its size, are object touched is magical armor, a magical shield
the same in each form. Any equipment it is wearing or being worn or carried, or a magical weapon, it takes a
carrying isn't transformed. It reverts to its true form if it permanent and cumulative -1 penalty to the bonus it
dies. offers. Items reduced to a magical bonus of +0 are
Innate Spellcasting. The slaad's spellcasting ability is destroyed. If the magical item targeted never offered a
Charisma (spell save DC 24). It can innately cast the magical bonus it is unaffected by this attack.
following spells, requiring no material components:
At will: circle of death, dimension door, greater Legendary Action
invisibility (self only)
3/day each: chain lightning, finger of death, maddening The slaad can take 3 legendary actions, choosing from
darkness the options below. Only one legendary action option
1/day each: planeshift, power word kill, power word can be used at a time and only at the end of another
pain creature’s turn. The slaad regains spent legendary
Legendary Resistance (3/Day). If the slaad fails a saving actions at the start of its turn.
throw, it can choose to succeed instead.
Magic Resistance. The slaad has advantage on saving Entropy. The slaad blasts a wave of elemental chaos in a
throws against spells and other magical effects. 10 foot circle. Any hostile creature in the radius takes
Magic Weapons. The slaad's weapon attacks are 10 damage of one of the following types (slaads
magical. choice): acid, cold, fire, force, lightning, necrotic, or
Regeneration. The slaad regains 30 hit points at the thunder.
start of its turn if it has at least 1 hit point. Regeneration (Cost 2 Actions). The slaad heals 26 (4d8
+ 8) hit points.
Actions Magic Breaker (Cost 3 Actions). The slaad uses its Magic
Breaker attack.
Multiattack. The slaad makes three attacks: one with its
bite and two with its claws or three entropic spit
attacks.