Page 278 - D&D Bestiary
P. 278
E M BE D DED IN A S LAAD' S
BR AIN IS A MA G I C. GEM.
A cQUIR E IT, AND THE S LAAD
IS VOUR S TO COMMAND .
Large aberration (shapechonger), chaotic neutral
GRAYSLAAD
Armor Class 16 (natural armor) Medium abe rratio~ (shapechanger), chaotic neutral
Hit Points 127 (lSdlO + 45)
Speed 30ft. Armor Class 18 (natural armor)
Hit Points 127 (l7d8 +51)
STR DEX CON INT WIS CHA Speed 30ft.
18 (+4) 15 (+2) 16 (+3) 11 (+0) 8 (- 1) 12 (+l)
STR DEX CON INT WIS CHA
Skills Arcana +3, Perception +2 17 (+3) 17 (+3) 16 (+3) 13 (+l ) 8 (- 1) 14 (+2)
Damage Resistances acid, cold, fire, lightning, thunder
Senses blindsight 30ft., darkvision 60ft., passive Perception 12 Skills Arcana +5, Perception +6
Languages Slaad, telepathy 60ft. Damage Resistances acid, cold, fire, lightning, thunder
Challenge 8 (3,900 XP) Senses blindsight 60 ft., darkvision 60ft., passive Perception 16
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. Its
statistics, other than its size, are the same in each form. Any Shapechanger. The slaad can use its action to polymorph into
equ ipment it is wearing or carrying isn't transformed. It reverts a Small or Medium humanoid, or back into 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 12). The slaad can innately cast the
following spells, requiring no material components: Innate Spellcasting. The slaad's innate spellcasting ability is
Charisma (spell save DC 14). The slaad can innately cast the
At will: detect magic, detect thoughts, mage hand
following spells, requ iring no material components:
2fd ay each: fear, invisibility (self only)
lfday:fireba/1 At will: detect magic, detect thoughts, invisibility (self only),
mage hand, major image
Magic Resistance. The slaad has advantage on saving throws
against spells and other magical effects. 2fday each:fear,fly,fireba /1, tongues
lfday: plane shift (self only)
Regeneration. The slaad regains l 0 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.
ACTIONS Magic Weapons. The slaad's weapon attacks are magical.
Multiattack. The slaad makes three attacks: one with its bite
Regeneration. The slaad regains 10 hit points at the start of its
and two with its claws or staff. Alternatively, it uses its Hurl
turn if it has at least l hit point.
Flame twice.
ACTIONS
Bite (Siaad Form Only). Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 11 (2d6 + 4) piercing damage. Multiattack. The slaad makes three attacks: one with its bite
and two with its claws or greatsword.
Claw (Siaad Form Only). Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 7 (ld6 + 4) slashing damage. Bite (Siaad 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 (Siaad 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 60ft., one
target. Hit: 10 (3d6) fire damage. The fire ignites flammable Greatsword. 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.

