Red Slaad

Large Aberration, Chaotic Neutral
Initiative +1 (11)
AC 14
HP 93 (11d10 + 33)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
16
+3
+3
Dex
12
+1
+1
Con
16
+3
+3

Int
6
-2
-2
Wis
6
-2
-2
Cha
7
-2
-2

Skills Perception +1
Resistances Acid, Cold, Fire, Lightning, Thunder
Senses Darkvision 60 ft., Passive Perception 11
Languages Slaad; telepathy 60 ft.
CR 5 (XP 1 800; 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 Injecting Claw attacks.

Injecting Claw. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Humanoid not cursed by a slaad, it is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg. Over 2d4 × 10 days, the egg gestates. In the final 24 hours, the cursed target feels unwell; its Speed is halved, and it has Disadvantage on D20 Tests. At the end of this time, the egg turns into a Slaad Tadpole, which chews out of the host and kills it.

Red slaadi amass in vast throngs in Limbo. There they wrestle and croak-sing as they endlessly dismantle and rebuild islands of drifting planar matter. When they encounter non-slaadi, red slaadi seek to play with, telepathically converse with, or devour the other creatures. These whims change from moment to moment. Red slaadi instinctively avoid harming those bearing slaadi eggs, which red slaadi implant using their claws, or other slaad curses.
Habitat: Planar (Limbo)
Treasure: Any
Monster Manual 2024

  1. DnD 5.5 Monsters › Red Slaad
Red Slaad