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Published by goroiamanuci, 2022-12-26 18:07:55

Slaadi

Slaadi

Slaadihe pure stuff of chaos flows through the veins Social Encounters
of the slaadi, born to sow disorder throughout A white slaad has phased into an arcane research facility
the multiverse. Though many have wondered at an inopportune moment and been vaporized by what
at their origin and purposes, most who have the archmages have affectionately nicknamed "The Ray of
Ultimate Annihilation", which seems to have torn a hole in
Tmade serious inquiries have been driven mad the fabric of space time through which all of reality is
by the attempt, or else decried the task as an slowly leaking. The party is needed for a venture to Limbo
excercise in worthless trivia. to discover the slaad's past self and warn it of the danger.
There is no "why" to a slaad, there is simply their will in A case of slaad eggs has been stolen from a local wizard's
this moment and the means by which it moves them. tower, and it is imperative that every man, woman, and
Philosophers are torn whether this represents the pinacle of child in the city recieive treatment immediately or this
radical freedom or whether the very concept of freedom is could become an epidemic. There simply aren't enough
alien to the slaad, as true freedom seems to entail doing clerics for the task, but slaad tadpoles fare poorly when
things for reasons. exposed to large amounts of alcohol....
A rival party calling themselves "moshsmath" is
Slaad Lore attempting to break into the adventuring business and has
Arcana DC 15: Each slaad contains a crystaline growth that requested the party's advice. While they look the party of
can be seen faintly beneath the semitranslucent flesh of its classic adventurers, their unblinking eyes, profuse
forehead. It has been rumored that surgically extracting one sweating, and obviously fake names lead the party to
of these will give the bearer control over the slaad it was believe that all might not be as it seems. Despite this, they
taken from, but thus far such claims are unsubstantiated seem sincere in their desire for heroic adventure.
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.

The Slaad Cycle Slaad Tadpole
The slaadi reproductive cycle is very simple. Just remember,
ET PRIC TV - Elminster's toad-pride ray infatuates cocksure Tiny aberration, chaotic neutral
tourists verily. Armor Class 14
Hit Points 10 (4d4)
Egg. The red slaad implants a parasitic slaad tadpole Speed 30 ft.
through its oviduct claws into a humanoid host.
Tadpole. The tadpole emerges as a baby blue slaad, or a STR DEX CON INT WIS CHA
green slaad if its host was a powerful mage. Sometimes 7 (-2) 18 (+4) 10 (+0) 5 (-3) 3 (-4) 3 (-4)
its a red slaad too, but don't worry about that. It probably
doesn't mean anything. Skills Stealth +6
Phage. The blue slaad's bite carries the Chaos Phage, Damage Resistances Acid, Cold, Fire, Lightning,
which mutates its hosts into red slaads. Usually.
Reincarnation. If killed, the green slaad reincarnates as a Thunder
blue slaad, which metamorpheses back to a green slaad Senses Darkvision 60 ft., Passive Perception 7
after a year and a day. Languages Understands slaad but can't speak
Inspiration. Sometimes a green slaad will be struck with Challenge 1/8 (25 XP)
a brilliant idea; usually they explode shortly thereafter, but
sometimes they figure out how to transform into grey Rapid Evolution. Each hour it survives, the tadpole
slaads, which are a bit greyer than green slaads. adds 10 hit points to its current and maximum hit
Cannibalism. A grey slaad that eats an entire death slaad points. Every 4 hours, the tadpole's size category
in a single sitting becomes a death slaad, which is a bit increases by one step.
greyer than a grey slaad. After 13 hours, the tadpole transforms into a full
Time Travel. A death slaad at least a century old that, grown slaad.
through time travel, introduces paradoxes into its own Bloody Trail. For the first hour after it emerges, the
timeline sometimes creates a chronos slaad. Usually they tadpole leaves a clear trail of blood that creatures
just erase themselves from history, though. have advantage on Survival (Wisdom) checks made
Void. A chronos slaad at least a century old that is to track.
consumed by a sphere of annihilation or other Magic Resistance. The slaad has advantage on saving
concentrated point of elemental void imbues that void throws against spells and other magical effects.
with chaos, giving birth to a void slaad.
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 misses 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 Blue Slaad Lore
Nature DC 15: Occasionally known as blood slaads, red Arcana DC 20: Blue slaadi often seem to have the magical
slaadi seem most inclined to sudden outbursts of violence of ability to innately move through walls as though they were
their kin.
not there, making chasing or tracking them through urban
Nature DC 20: The claws of a red slaad are full of tiny environments a near-impossibility.

parasitic slaad eggs, which if not immediately dealt with will Nature DC 15: The bite of the blue slaad carries a disease
consume a creature infected by them from within over the known as the chaos phage, which slowly mutates its host into
course of a month. a red slaad.

Red Slaad Tactics While no accounts of host-to-host transmission have yet
Red slaadi use their Mighty Leap to enter melee and lay been reported, the eventual evolution of such a strain of the
about with their oviduct claws. Usually once it believes its phage is considered a near-inevitablility by many of those
enemies to be infected, the slaad flees, content to wait out
who study the creatures of chaos, and could very well spell
it's foe's demise. If surrounded, they leap to knock their
the doom of the multiverse as we know it.
foes prone before fleeing.
Blue Slaad Tactics
If given occasion to fight to the death, the slaad uses
Blue slaads lurk within the space between walls or in sealed
its vicious kick repeatedly so long as it has prone target, rooms, waiting for enemies to surprise. Against a lone foe,
using its Mighty Leap if it needs to knock a foe prone. they use their Mighty Leap to knock it prone, then use their
phage-laden bite until it infected and flee, or use their rending
Slaad Egg. A humanoid host can carry only one bonescythes if trying to kill it.
slaad egg to term at a time. Over three months, the
egg moves to the chest cavity, gestates, and forms If outnumbered the slaad uses its mighty leap repeatedly,
a slaad tadpole. In the 24-hour period before giving spasmodically jumping all over as it stomps its foes into
birth, the host starts to feel unwell, its speed is paste.
halved, and it has disadvantage on attack rolls,
ability checks, and saving throws. At birth, the Chaos Phage. While infected, the target can’t regain
tadpole chews its way through vital organs and out hit points, and its hit point maximum is reduced by
of the host’s chest in 1 round, killing the host in 10 (3d6) every 24 hours. If the disease reduces the
the process.
If the disease is cured before the target’s hit point maximum to 0, the target
tadpole’s emergence, the unborn slaad is instantly transforms into a red slaad or, if it has the
disintegrated. ability to cast spells of 3rd level or higher, a green
slaad. Only a wish spell can reverse the
transformation.

Red Slaad Blue Slaad

Large aberration, chaotic neutral Large aberration, chaotic neutral

Armor Class 14 (Natural Armor) Armor Class 15 (Natural Armor)
Hit Points 110 (13d10 + 39) Hit Points 142 (15d10 + 60)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-2) 6 (-2) 7 (-2) 20 (+5) 15 (+2) 18 (+4) 7 (-2) 7 (-2) 9 (-1)

Skills Perception +1 Skills Perception +1, Stealth +5
Damage Resistances Acid, Cold, Fire, Lightning, Damage Resistances Acid, Cold, Fire, Lightning,

Thunder Thunder
Senses Darkvision 60 ft., Passive Perception 11 Senses Darkvision 60 ft., Passive Perception 11
Languages Slaad, Telepathy 60 ft. Languages Slaad, Telepathy 60 ft.
Challenge 5 (1,800 XP) Challenge 7 (2,900 XP)

Magic Resistance. The slaad has advantage on saving Magic Resistance. The slaad has advantage on saving
throws against spells and other magical effects. throws against spells and other magical effects.
Chaotic Resilience. The slaad has resistance to the Chaotic Resilience. The slaad has resistance to the
damage type of the last source of damage it damage type of the last source of damage it
received. received.
Wall Lurker. The slaad may pass through wood,
Actions plaster, or stone walls without resistance.

Multiattack. The slaad makes three attacks, one of Actions
which may be with its bite. It may replace up to one
of its attacks with a use of its Mighty Leap. Multiattack. The slaad makes three attacks, one of
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., which may be with its phage-laden bite. It may
one target. Hit: 10 (2d6 + 3) piercing damage. replace any number of these attacks with uses of its
Vicious Kick. Melee Weapon Attack: +6 to hit, reach Mighty Leap.
5 ft., one target. Hit: 8 (2d4 + 3) bludgoning Phage-Laden Bite. Melee Weapon Attack: +8 to hit,
damage. This attack deals an additonal 5 (2d4) reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing
damage to a prone creature. damage. If the target is a humanoid, it must
Ovoduct Claws. Melee Weapon Attack: +6 to hit, succeed on a DC 15 Constitution saving throw or
reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing be infected with Chaos Phage.
damage. If the target is a humanoid, it must Rending Bonescythes. Melee Weapon Attack: +8 to
succeed on a DC 14 Constitution saving throw or hit, reach 5 ft., one target. Hit: 14 (2d8 + 5)
be infected with a slaad egg. slashing damage. This attack scores a critical hit on
Mighty Leap. The slaad leaups up to 20 ft., and can a roll of 18-20.
land in the space of any Medium or smaller Mighty Leap. The slaad leaups up to 20 ft., and can
creature. Each of those creatures must succeed on land in the space of any Medium or smaller
a DC 14 Dexterity saving throw or take 7 (2d6) creature. Each of those creatures must succeed on
bludgeoning damage and be knocked prone. On a a DC 15 Dexterity saving throw or take 7 (2d6)
successful save, the creature is pushed to the bludgeoning damage and be knocked prone. On a
nearest unoccupied space. successful save, the creature is pushed to the
nearest unoccupied space.

Green Slaad Actions

Large aberration (shapechanger), chaotic neutral Multiattack. The slaad makes three melee attacks, up to
Armor Class 16 (Natural Armor) two of which it may replace with uses of its chaos
Hit Points 153 (18d10 + 54) flame.
Speed 30 ft.
Brainstaff. Melee Weapon Attack: +7 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA one target. Hit: 13 (2d8 + 4) bludgeoning damage and
18 (+4) 15 (+2) 14 (+3) 16 (+3) 8 (-1) 12 (+1) the target is pushed 5 ft. away.
On a critical hit, the slaad must succeed on a DC 15
Skills Arcana +3, Perception +2 Constitution saving throw or be Stunned until the
Damage Resistances Acid, Cold, Fire, Lightning, Thunder beginning of its next turn.
Senses Darkvision 60 ft., Passive Perception 12 Chaos Flame (2nd Level Spell). Ranged Spell Attack: +6
Languages Slaad, Telepathy 60 ft. to hit, range 60 ft., one target. Hit: 21 (6d6) fire
Challenge 8 (3,900 XP) damage. The fire ignites flammable objects that aren't
being worn or carried.
Shapechanger. The slaad can use its action to If this attack misses, the slaad makes a second attack
polymorph itself or another slaad into a Small or roll against a random creature within 10 ft. of the
Medium humanoid, or back into its true form. Its original target.
statistics, other than its size, are the same in each Pandemoniac Ephemera (Concentration). The slaad
form. Any equipment it is wearing or carrying isn't creates the image of an object or creature no larger
transformed. It reverts to its true form if it dies. than a 20-foot cube. It seems real to all senses, though
Magic Resistance. The slaad has advantage on saving a successful DC 15 Intelligence (Investigation) check
throws against spells and other magical effects. reveals its illusory nature. The slaad may interact with
Chaotic Resilience. The slaad has resistance to the the illusion physically as though it were real.
damage type of the last source of damage it received. As a Bonus Action on each of its turns, the slaad can
Disordered Transposition. At the begining of the slaad's move the illusion up to 30 ft.
turn, a randomly selected creature within 60 ft. is Madness Croak (Recharge 5-6). The slaad and each other
teleported up to 30 ft. to a location of the slaad's creature within 30 ft. of it must succeed on a DC 14
choice that the slaad can see. 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 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Large aberration (shapechanger), chaotic neutral
Knuckle Rap. Melee Weapon Attack: +7 to hit, reach 5
Armor Class 18 (Natural Armor) ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage
Hit Points 161 (19d10 + 57) and the creature must succeed on a DC 15
Speed 30 ft. Constitution saving throw or drop one object it is
holding.
STR DEX CON INT WIS CHA Junkdrop. The slaad opens a small portal over a
17 (+3) 17 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) creature's head, showering it with planar detritus. One
creature the slaad can see within 60 ft. must succeed
Skills Arcana +5, Perception +7 on a DC 16 Dexterity saving throw or take 22 (5d8)
Damage Resistances Acid, Cold, Fire, Lightning, Thunder bludgeoning damage and be knocked prone, or take
Senses Darkvision 60 ft., Passive Perception 17 half as much on a success.
Languages Slaad, Telepathy 60 ft. Pandemoniac Ephemera (Concentration). The slaad
Challenge 9 (5,000 XP) creates the image of an object or creature no larger
than a 30-foot cube. It seems real to all senses, though
Shapechanger. The slaad can use its action to a successful DC 16 Intelligence (Investigation) check
polymorph itself or another slaad into a Small or reveals its illusory nature. The slaad may interact with
Medium humanoid, or back into its true form. Its the illusion physically as though it were real.
statistics, other than its size, are the same in each Uncontrolled Burst (Recharge 5-6). Each other creature
form. Any equipment it is wearing or carrying isn't within 20 ft. of the slaad must succeed on a DC 16
transformed. It reverts to its true form if it dies. Dexterity saving throw or take 28 (8d6) fire damage, or
Magic Resistance. The slaad has advantage on saving half as much on a success.
throws against spells and other magical effects.
Chaotic Resilience. The slaad has resistance to the Reactions
damage type of the last source of damage it received.
Rift Mage. The slaad has a small private pocket Portal Catch. As a reaction when a creature within 30 ft.
dimension, which it can enter or exit as an Action. drops an object, the slaad briefly opens a tiny
When the slaad exits its pocket dimension, it appears dimensional rift, causing the object to fall into its
in the unoccupied space nearest to where it departed. private pocket dimension.
When the slaad dies, the contents of its pocket
dimension explode from its chest. Insubstantiate. As a reaction to taking 15 or more
damage from a single source, the slaad disintigrates
Actions into a shower of fine particles, reforming at any point
within 10 ft. of where it disappeared from at the
Multiattack. The slaad makes three attacks, one of beginning of its next turn.
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.

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 Havoc Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) piercing plus 10 (3d6)
Large aberration (shapechanger), chaotic evil necrotic damage. Additionally on a hit, the first 10 ft. of
Armor Class 18 (Natural Armor) movement the target takes on its following turn is
Hit Points 171 (18d10 + 72) made in a random direction.
Speed 30 ft. Entropic Touch. Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 12 (2d6 + 5) force plus 7 (2d6)
STR DEX CON INT WIS CHA necrotic damage. A creature killed by this damage
20 (+5) 15 (+2) 19 (+4) 15 (+2) 10 (+0) 16 (+3) disintigrates.
Mighty Leap. The slaad leaps up to 20 ft., and can land
Saving Throws CON +8, WIS +4, CHA +7 in the space of any Medium or smaller creature. Each of
Skills Arcana +6, Perception +8 those creatures must succeed on a DC 17 Dexterity
Damage Resistances Acid, Cold, Fire, Lightning, Thunder saving throw or take 7 (2d6) bludgeoning plus 7 (2d6)
Senses Darkvision 60 ft., Passive Perception 18 necrotic damage and be knocked prone. On a
Languages Slaad, Telepathy 60 ft. successful save, the creature is pushed to the nearest
Challenge 10 (5,900 XP) unoccupied space.
Pandemoniac Ideal (Concentration). The slaad creates
Shapechanger. The slaad can use its action to the image of an object, creature, or pheneomenon no
polymorph itself or another slaad into a Small or larger than a 30-foot cube. It seems real to all senses,
Medium humanoid, or back into its true form. Its though a successful DC 16 Intelligence (Investigation)
statistics, other than its size, are the same in each check reveals its illusory nature. The slaad may interact
form. Any equipment it is wearing or carrying isn't with the illusion physically as though it were real.
transformed. It reverts to its true form if it dies. As a Bonus Action on each of its turns, the slaad can
Magic Resistance. The slaad has advantage on saving move the illusion up to 30 ft. and force one creature
throws against spells and other magical effects. within 5 ft. of it to succeed on a DC 16 Intelligence
Chaotic Resilience. The slaad has resistance to the saving throw or take 26 (4d12) damage of a type
damage type of the last source of damage it received. appropriate to the illusion. A creature that has
investigated the illusion makes this save with
Actions advantage.
Death Croak (Recharge 5-6). The slaadi lets out a
Multiattack. The slaad makes three attacks, one of horrible, atonal croak that destabilizes matter around it.
which may be with its havoc bite. It may replace any Until the end of the slaad's next turn, a non-slaad
number of these attacks with uses of its Mighty Leap creature that ends its turn within 20 ft. of the slaad
or Death Croak, if available. 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.

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.

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 4-Dimensional Leap. The slaad leaps up to 20 ft. in up
to two different directions simultaneously, splitting in
Large aberration, chaotic neutral the air into an original and a copy and landing in two
different spaces. The copy cannot take actions, and
Armor Class 18 (Natural Armor) disintegrates at the beginning of the slaad's next turn
Hit Points 220 (21d10 + 105) or if it takes any damage.
Speed 30 ft. Each creature in a space where the slaad landed must
succeed on a DC 19 Dexterity saving throw or take 7
STR DEX CON INT WIS CHA (2d6) bludgeoning plus 7 (2d6) force damage and be
21 (+5) 15 (+2) 21 (+5) 19 (+4) 7 (-2) 23 (+6) knocked prone. On a successful save, the creature is
pushed to the nearest unoccupied space.
Saving Throws CON +10, WIS +3, CHA +11 Pandemoniac Ideal (Concentration). The slaad creates
Skills Arcana +9, History +14, Perception +8 the image of an object, creature, or pheneomenon no
Damage Resistances Acid, Cold, Fire, Lightning, Thunder larger than a 30-foot cube. It seems real to all senses,
Senses Truesight 60 ft., Passive Perception 18 though a successful DC 16 Intelligence (Investigation)
Languages Slaad, Telepathy 60 ft. check reveals its illusory nature. The slaad may interact
Challenge 14 (11,500 XP) with the illusion physically as though it were real.
As a Bonus Action on each of its turns, the slaad can
Timeline Swapper. At the beginning of each of its turns, move the illusion up to 30 ft. and force one creature
the slaad teleports to an unoccupied space within 5 within 5 ft. of it to succeed on a DC 19 Intelligence
feet and all conditions on it end. saving throw or take 39 (6d12) damage of a type
Magic Resistance. The slaad has advantage on saving appropriate to the illusion. A creature that has
throws against spells and other magical effects. investigated the illusion makes this save with
Chaotic Resilience. The slaad has resistance to the advantage.
damage type of the last source of damage it received. Time Croak (Recharge 5-6). The slaadi lets out a horrible,
atonal croak that propels nearby creatures into the
Actions future. The slaad and each other creature within 20 ft.
must succeed on a DC 19 Charisma saving throw or
Multiattack. The slaad makes three attacks, one of disappear, reappearing at the end of the slaad's next
which may be with its havoc bite, and uses its 4- turn.
Dimensional Leap. Plane Shift (1/Day). The slaad and any number of slaadi
Havoc Bite. Melee Weapon Attack: +10 to hit, reach 5 adjacent to it teleport to a different plane of existence.
ft., one target. Hit: 14 (2d8 + 5) piercing plus 10 (3d6)
necrotic damage. Additionally on a hit, the first 10 ft. of Reactions
movement the target takes on its following turn is
made in a random direction. Timeclone Freakout. As a reaction when reduced below
Chronoclaws. Melee Weapon Attack: +9 to hit, reach 5 111 hit points, the slaad pulls versions of itself from
ft., one target. Hit: 12 (2d6 + 5) force damage and the adjacent timelines into this one. Up to three copies of
target must make a DC 19 Charisma saving throw or the slaad appear in the nearest unoccupied spaces to
have its Charisma score reduced by 1d4 for the next the slaad.
minute.
A creature that has its Charisma score reduced to 0 in Each copy uses the original's stastistics, except it
this way takes 99 (18d10) psychic damage and has cannot use its multiattack and disintegrates if it is hit
this reduction end as it replaced with a nearly identical by an attack or fails a saving throw.
version of itself from the nearest adjacent timeline.

Void Slaad Havoc Bite. Melee Weapon Attack: +10 to hit, reach 5
ft., one target. Hit: 15 (2d8 + 6) piercing plus 10 (3d6)
Large aberration, chaotic neutral necrotic damage. Additionally on a hit, the first 10 ft. of
movement the target takes on its following turn is
Armor Class 18 (Natural Armor) made in a random direction.
Hit Points 220 (21d10 + 105) Vaccuum Slash. Melee Weapon Attack: +12 to hit,
Speed 30 ft., fly 20 ft. (hover) reach 20 ft., one target. Hit: 13 (2d6 + 6) force
damage and the target is dragged 10 ft. toward the
STR DEX CON INT WIS CHA slaad.
23 (+6) 14 (+2) 21 (+5) 19 (+4) 16 (+3) 21 (+5) Void Leap. The slaad leaps up to 20 ft., and can land in
the space of any Medium or smaller creature. Each
Saving Throws CON +11, INT +10, WIS +9, CHA +11 creature within 30 ft. must succeed on a DC 18
Skills Insight +9, Perception +9 Strength saving throw or be pulled up to 15 ft. toward
Damage Resistances Acid, Cold, Fire, Lightning, Thunder the slaad, then each creature within 5 ft. of the slad
Damage Vulnerabilities Radiant falls prone and takes 14 (4d6) force damage.
Senses Truesight 60 ft., Passive Perception 19 Pandemoniac Ideal (Concentration). The slaad creates
Languages Slaad, Telepathy 60 ft. the image of an object, creature, or pheneomenon no
Challenge 19 (22,000 XP) larger than a 30-foot cube. It seems real to all senses,
though a successful DC 16 Intelligence (Investigation)
Light Eater. The void slaad reflects no light, and is check reveals its illusory nature. The slaad may interact
invisible in darkness. At the beginning of its turn, each with the illusion physically as though it were real.
light source within 20 ft. of it is extinguished. As a Bonus Action on each of its turns, the slaad can
Magic Resistance. The slaad has advantage on saving move the illusion up to 30 ft. and force one creature
throws against spells and other magical effects. within 5 ft. of it to succeed on a DC 19 Intelligence
Chaotic Resilience. The slaad has resistance to the saving throw or take 39 (6d12) damage of a type
damage type of the last source of damage it received. appropriate to the illusion. A creature that has
Annihilating Collapse. When the slaad dies, it condenses investigated the illusion makes this save with
to a sphere of annihilating energy. Until the beginning advantage.
of its next turn, a creature that starts its turn within 60 Void Croak (Recharge 5-6). The slaadi lets out a horrible,
ft. must succeed on a DC 19 Strength saving throw or atonal croak that destroys all matter. Each nonmagical
be pulled 20 ft. towards the sphere. object and surface within 20 ft. that is not worn or
Then, each creature within 5 ft. of the sphere takes 22 carried disintegrates, leaving a circular crater.
(4d10) force damage. A creature reduced to 0 hit Each creature in the area must succeed on a DC 19
points by this damage must succeed on a DC 19 Constitution saving throw or take 66 (8d10) force
Constitution saving throw or disintegrate. damage, or half as much on a success. A creature that
fails this saving throw and is reduced to 0 hit points by
Actions the damage disintegrates.
Plane Shift (1/Day). The slaad and any number of slaadi
Multiattack. The slaad makes three attacks, one of adjacent to it teleport to a different plane of existence.
which may be with its havoc bite, and uses its Void
Leap.

Art Credits Lawrence Courtrelle
Slaad Assembly by James Zhang Luke Wheeler
Slaad Tadpole by Mark Behm Malacandrian
Red Slaad by Conceptopolis Marc Adelman
Blue Slaad by Conceptopolis Matt Herbert
Green Slaad by Conceptopolis Matt Pierce
Grey Slaad by Conceptopolis Matthew Cullen
Death Slaad by Conceptopolis Matthew S
White Slaad by Richard Sardhina Mauricio Garcia
Black Slaad by Richard Sardhina Maximilian Bizjak
Mehul Gupta
Supported By Michael Taylor
Aaron Rosenberg Mike Nicolan
AHorseWithNoName Milo Baraclough
Alex Bogart Mitch Whitehead
Alex Gillies Moritz Hackl
Alex O'Donnell Nathan Johnson
Alex O'Hanlon Nathanial Schnebly
Bradley Webb Niall
Brandon Malofsky Nick I
Brian Horlor Niki S
Brian Hughes ObsessiveModelmaker
Brian Vogel Ondřej Kříž
Char Char Oscar Mangandid
Christopher Benjamin Patrick
Chuck Westfield Phoenix Daniels
Corey Watts Primarily Daniel
Damian Ashcroft Rae Judd
Damien Stanley Rici
Daniel Petersen Robert Martin
David Jose Robin Bjälmsjö
Delport Breckland Robin Roberts
Ex Nihilo Ronan Battistoni
Flipp Rowan
Fletcher Herring RuggerFoodie
Frank Hoenikker Sandy Hogg
Gage Wente SardScroll
George Hughes saternoutlaw
GramPositive Saz
Harrison Phillips Shadowfield
Helltroll Shane
Hoswell Sharelle D Larsen
Jack O'Keefe Sheila Dietrich
Jacob Gist Simen Lande
Jake Serna Simon Bell
James Hawthorne simon Jørgensen
James McBride Simon Weller
James McGowan SirApetus
Jason Herzog Sylphreni
Jeffrey Mehibrech Tanner F Moen
Joacim Hother Bøger Karlsmose The Coffee Bean GM
Joey Caserez Victor Navone
John Langle Vince Margaretich
John O'hare Walter Downard
Johnathan Chavez William Dixon
Joseph Donley Zach Kozel
Josh Huston ...and many more!
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