Page 278 - Monster Manual [11th Print]
P. 278
EMBEDDED IN A SLAAD'S
BRAIN IS A MAGIC: GEM.
Ac:Q.UIRE IT, AND THE 5LAAD
IS '/OURS TO C:OMMAND.
GREEN SLAAD
Large aberration (shapechanger), chaotic neutral
GRAY SLAAD
Armor Class 1 6 (natural armor) Medium aberration (shapechanger), chaotic neutral
Hit Points 127 (l Sdl 0 + 45)
Speed 30 ft. Armor Class 18 (natural armor)
Hit Points 1 2 7 (17d8 + 51)
STR DEX CON I N T WIS CHA Speed 30 ft.
1 8 (+4) 15 (+2) 16 (+3) 1 1 (+O) 8 (-1) 12 (+l)
STR DEX CON I N T WIS CHA
Skills Arcana +3, Perception +2 1 7 (+3) 17 (+3) 1 6 (+3) 13 (+l ) 8 (- 1 ) 14 (+2)
Damage Resistances acid, cold, r e, lightn n g, thunder
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Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12 Skills Arcana +5, Perception +7
languages Slaad, telepathy 60 ft. Damage Resistances acid, cold, r e, lightning, thunder
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Challenge 8 (3,900 XP) Senses blindsight 60 ft., darkvision 60 ft., passive Perception 7
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languages Slaad, telepathy 60 ft.
Challenge 9 (5,000 XP)
Shapechanger. The slaad can use its action to polymorph into
a Small or Medium humanoid, or back into its true form. t s
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statistics, other than its size, are the same n each form. Any Shapechanger. The slaad can use its action to polymorph i n to
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equipment it is wearing or carrying isn't transformed. It reverts a Small or Medium humanoid, or back i n to its true form. Its
to its true form if it dies. statistics, other than its size, are the same in each form. Any
equipment it is wearing or carrying isn't transformed. It reverts
Innate Spellcasting. The slaad's innate spellcasting ability is to its true form if it dies.
Charisma (spell save DC 2 ). The slaad can innately cast the
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following spells, requiring no material components: Innate Spellcasting. The slaad's n nate spellcasting ability is
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Charisma (spell save DC 14). The slaad can innately cast the
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At will: detect a gic, detect thoughts, mage hand following spells, requiring no material components:
2/day each: f e ar, invisibility (self only)
l/day:fireball At will: detect magic, detect thoughts, invisibility (self only),
mage hand, major image
Magic Resistance. The slaad has advantage on saving throws
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against spells and other magical effects. 2/day each: e ar, fly, fireball, tongues
l/day: plane shift (self only)
Regeneration. The slaad regains 10 hit points at the start of its Magic Resistance. The slaad has advantage on saving throws
turn if it has at least l hit point.
against spells and other magical effects.
AC I O N S Magic Weapons. The slaad's weapon attacks are magical.
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Multiattack. The slaad makes three attacks: one with its bite Regeneration. The slaad regains 10 hit points at the start of its
and two witl9 its claws or staff. Alternatively, it uses its Hurl turn if it has at least l hit point.
Flame twice.
ACTI O N S
Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 1 1 (2d6 + 4) piercing damage. Multiattack. The slaad makes three attacks: one with its bite
and two with its claws or greatsword.
Claw (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 7 (ld6 + 4) slashing damage. Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 6 (ld6 + 3) piercing damage.
Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage. Claws (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 8 (ldlO + 3) slashing damage.
Hurl Flame. Ranged Spell Attack: +4 to hit, range 60 ft., one
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target. Hit: 10 (3d6) fire damage. The r e ignites flammable Creatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
objects that aren't being worn or carried. target. Hit: 10 (2d6 + 3) slashing damage.
SLAADI
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