White Slaad

Medium aberration (shapechanger), chaotic evil

Armor Class 19 (natural armor)

19 (natural armor) Hit Points 230 (20d8 + 140)

230 (20d8 + 140) Speed 30 ft.

STR DEX CON INT WIS CHA 20 (+5) 19 (+4) 24 (+7) 19 (+4) 25 (+7) 22 (+6)

Saving Throws Str +12, Dex +11, Con +14

Str +12, Dex +11, Con +14 Skills Arcana +11, Acrobatics +11, Insight +14, Perception +14, Stealth +11

Arcana +11, Acrobatics +11, Insight +14, Perception +14, Stealth +11 Damage Resistances acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing and slashing from non-magical attacks

acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing and slashing from non-magical attacks Senses blindsight 60 ft., passive Perception 24

blindsight 60 ft., passive Perception 24 Languages Slaad, telepathy 120 ft.

Slaad, telepathy 120 ft. Challange 21 (30,000 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 equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Innate Spellcasting. The slaad's spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:

At will: fly, greater invisibility (self only), haste, slow, cloudkill

3/day each: chain lightning, telekinisis, wall of force

1/day each: planeshift, time stop

Legendary Resistance (3/Day). If the slaad fails a saving throw, it can choose to succeed instead.

Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.

Magic Weapons. The slaad's weapon attacks are magical.

Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The slaad makes three attacks: one with its bite and two with its claws or greatsword.

Bite (Slaad Form Only). Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage.

Claw (Slaad Form Only). Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage. If the target is a humanoid, it must succeed on a DC 21 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can’t regain hit points, and its hit point maximum is reduced by 3 (1d6) at the end of the creatures turn. If the disease reduces the target’s hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) piercing damage plus 7 (2d6) necrotic damage.

Legendary Action

The slaad can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The slaad regains spent legendary actions at the start of its turn.

Shifting Time. The slaad casts haste or slow.

Regeneration (Cost 2 Actions). The slaad heals 16 (2d8 + 7) hit points.

Claw Flurry (Cost 3 Actions). The slaad makes 3 claw attacks.