Monster
Green Slaad
Official reference · XMM · 2024
- Creature type
- Aberration
- Size
- Large
- Armor class
- 16
- Hit points
- 144 (17d10 + 51)
- Speed
- Walk 30 ft.
- Challenge rating
- 8
- Alignment
- Chaotic Neutral
- Strength
- 16
- Dexterity
- 15
- Constitution
- 16
- Intelligence
- 11
- Wisdom
- 8
- Charisma
- 18
- Passive Perception
- 12
- Initiative
- +5
- Skills
- arcana: +3; perception: +2
- Senses
- Blindsight 30 ft., Darkvision 60 ft.
- Languages
- Common, Slaad; telepathy 60 ft.
- Resistances
- acid, cold, fire, lightning, thunder
Traits
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 Ranged Attack: +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.
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.
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)