Green Slaad

Large Aberration, Chaotic Neutral
Initiative +5 (15)
AC 16
HP 144 (17d10 + 51)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
16
+3
+3
Dex
15
+2
+2
Con
16
+3
+3

Int
11
+0
+0
Wis
8
-1
-1
Cha
18
+4
+4

Skills Arcana +3, Perception +2
Resistances Acid, Cold, Fire, Lightning, Thunder
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12
Languages Common, Slaad; telepathy 60 ft.
CR 8 (XP 3 900; PB +3)

Traits

Magic Resistance. 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 or Ranged Attack Roll: +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.

Spellcasting. 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)

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.

Green slaadi come into being when the propagation methods of red or blue slaadi affect certain creatures capable of casting spells of level 3 or higher. Green slaadi are more intelligent than their blue and red brethren and often direct their kin to portals where gray slaadi have identified Humanoid communities ripe for invasion.
Habitat: Planar (Limbo)
Treasure: Any
Monster Manual 2024

  1. DnD 5.5 Monsters › Green Slaad