Slaadi Revised Changes to Slaad Reproduction When a Slaad is created - through the maturation of a Slaad Tadpole or the effects of a Blue Slaad's claw attack, or through other means, the type of the resultant Slaad is not fixed. Instead, the DM can decide which type of Slaad is formed, or roll on the appropriate table below. Slaad born from magic, psionics or incarnum may refer to a user of magic, psionics or incarnum who is converted into a slaad (e.g. by a blue slaad's chaos phage), a slaadpole that has consumed the body of such a user and matures into a slaad, or anyone who is converted into a slaad by the slaad curse of a green, orange or purple slaad respectively. Slaad Born from Magic d100 result Slaad Type 1-3 Red 4-6 Blue 6-16 Yellow 17-96 Green 97-98 White 99-100 Black Slaad Born from Psionics d100 result Slaad Type 1-3 Red 4-6 Blue 6-16 Yellow 17-96 Orange 97-98 White 99-100 Black Slaad Born from Incarnum d100 result Slaad Type 1-3 Red 4-6 Blue 6-16 Yellow 17-96 Purple 97-98 White 99-100 Black Other Slaad Births d100 result Slaad Type 1-45 Red 46-85 Blue 86-95 Yellow 96-99 White 100 Black Types of Slaad There are myriad varieties of slaad and affiliated monsters, which (appropriate to their chaotic nature) often defy classification. The following is a summary of the basic categories, and the most common slaad morphs seen within those categories Basic Slaad 'Basic' slaad are the most common morphs of slaad. Basic slaad are typically the kind tht arise when a mortal is converted into a slaad, or when a pre-slaad develops into a fully formed slaad. Slaad have no armies, but if they did it is likely that the basics, particularly the reds and blues, would form the rank and file troops. This being said, basic slaad are no pushover as individuals; any one of them is capable of creating dozens of progeny or more. In small numbers, they can even challenge mid-level adventuring parties, with their swathe of resistances and continual healing. Evolved Slaad Evolved Slaad form from basic slaad when certain conditions are met. Each type of evolved slaad comes from just one morph of basic slaad, and the conditions for evolution are unique to that kind of evolved slaad. Different slaad view evolution in distinct lights, according to personality and type. Some see it simply as a way to increase their own power and welcome it, some are highly competitive about evolving sooner than their peers, while some see 'evolving' as dying and being replaced by a new slaad and new personality. Advanced Slaad Advanced Slaad, like bevolved slaad, typically form from other slaad morphs. Unlike with evolution, however, slaad advancement does not have a one-to-one relationship; typically, the mode of advancement is specific to the type of advanced slaad, but any slaad morph can advance into that type of slaad. Some advanced slaad are immune to advancing into other advanced types. Advanced slaad often can influence mortals in a similar way to how they influence other slaad. Typically these beings suffer a process similar to the advancement, becoming some kind of deformed or slaad-like creature, or occasionally turning into a new and unique type of basic slaad.

Pre-Slaad Pre-slaad are types of slaad-like beings who have not fully developed into what might be considered a 'true' slaad. Some pre-slaad are outsiders, while some might be other types of creature such as undead. All are ultimately on the path to either death, or becoming a full slaad in their own right. Mortal beings in the process of becoming slaad - such as through the blue slaad's chaos phage infection - are not considered pre-slaad. Basic Slaad Basic Slaad Summary Morph Progenation Method CR Black Creation of Slaadead 10 Blue Chaos Phage Infection 7 Green Transformative Curse (Magical) 8+ Orange Transformative Curse (Psionic) x+ Purple Transformative Curse (Incarnum) x+ Red Implantation of Slaadpoles 5 White Implantation of Slaadpoles 4 Yellow Slaad Cancer Infection 3 Black Slaad Black slaad are the most feared of the basic slaad. They are possessed not only of great raw combat ability, but also are capable of creating large hordes of undead to follow their command. Given time and unfettered access to a city's graveyards, a black slaad can topple a city-state or even a small kingdom. They are, thankfully, the rarest of the basic slaad. Blue Slaad Blue slaad are one of the two most common slaad morphs. They have clawed hooks of bone protruding from their hands, upper arms, or similar places; each of these carries with it the power to inflict a terrible disease. Chaos Phage, as it is known, saps a victim's strength over the course of a few days. Instead of the comforting release of death, however, a sufferer weakened to their last breath instead undergoes an excrutiatingly painful transformation into a full-sized slaad. Green Slaad Green slaad are infused with inherent magic at their creation, and have the abilities of a spellcaster. They can inflict a slaad curse on their enemies, which will over time force them to convert into another slaad (frequently a green slaad itself). Green slaad are born with the knowledge that they will one day evolve into a gray slaad. They are usually obsessed by this path, convinced that the knowledge on how to do so can be shortcut and intensely competitive in reaching that milestone before their peers. Orange Slaad Orange slaad physically resemble their green cousins, besides colouration. They too can curse enemies with an affliction that forms them into slaad, although in this case the curse is psionic in nature. Orange slaad are aloof, frequently refusing to lift their hands in labour in favour of telekinesis. They communicate almost exclusively through the use of telepathy, and have utmost disdain for others they consider weak of mind. Purple Slaad Purple slaad are highly mutable in form, with their bodies altering to manifest the physicalities of their soulmelds upon their actual body. They can manipulate their forms willingly to some extent also, allowing physical feats beyond what one would expect from an otherwise rather ungainly form. Red Slaad Red slaad are the second, weaker form of the common slaad morphs. This being said, they are still as tall as an ogre and packed with enough strength and durability to eliminate squads of city guardsmen at a time. Red slaad have a special implant attack located in their disturbingly-prehensile tongue. When a red slaad bites a victim, it attempts to pierce the target's flesh with its tongue and deposit a single proto-slaadpole inside. Over time, this infant will grow inside the host as a parasite, eventually rupturing forth in gory fashion. White Slaad White slaad are the least physically-imposing of the basic slaad. They are agile and possessed of the power of flight, and usually choose to keep their distance above an enemy. White slaad gestate proto-slaadpole by the dozen in specialised sacs underneath their wings; these make vicious projectiles, or whole sacs can be dropped to infect groups of enemies en masse. Yellow Slaad Yellow slaad are technically the weakest of the basic slaad, but what they lack in power they make up for in the potency of their slaad infection. The slimy skin of a yellow slaad constantly evaporates an infectious gas, forming a light haze wherever they walk. Creatures who breathe this gas have their lung cells converted into proto-slaad factories, and before long might be coughing up new slaadpoles every month.

Evolved Slaad Evolved Slaad Summary Morph Progenation Method Evolves From Evolution Method CR Brown N/A (summons slaad) Orange Psionic meditation x Clear Feeding and budding off Red When swallowed or engulfed whole; also converts host creature x Darkness Farming Slaants Black Direct sunlight for a full midsummer's day x Gold Possession of mortals Yellow Being boiled or evaporated alive x Gray N/A (summons slaad) Green Magical ritual x Iridescant N/A (summons slaad) Purple Incarnum power x Light Granting magical power White Being worshipped x Silver Growth (on planar energy) and ruptire Blue Random chance during planar travel x Brown Slaad An orange slaad can evolve to a higher form of existence through a process of extensive meditation and reflection - it is commonly believed that every orange slaad has this potential within itself, and this meditation serves as a key to unlock this. Brown slaad vary from the passive, to the relaxed, to the outright lackadaisical in demeanour. They tend to be good-natured and non-combative; many are eager to share what they see as their profound wisdom across many years of life. Clear Slaad Clear slaad are unique among the evolved slaad in thattheir evolution requires a second host (beyond that required to gestate the basic slaad). Clear slaad are ooze-like in appearence and mentality, and indeed given the size of most red slaad there are few creatures besides a large ooze that can swallow one whole and create their evolved morph. Clear slaad are typically considered low in intelligence, although it is perhaps fairer to say that they simply have an overpowering instinctive urge to feed, plus innate difficulty in communication with any other intelligent life form. Darkness Slaad Black slaad shun the light and prefer to skulk in shadows; to many, this is a thankful personality trait considering what they can become under the effects of the midsummer sun. Darkness slaad are among the largest of the slaad, generally only exceeded by a silver slaad at the height of its growth. Their great long arms carry metallic protrusions, great claws which find use as ploughs and scythes. Darkness slaad are innately peaceful, gentle giants that are generally content to tend to their farms and rarely violent except in defense of the same. This belies the great threat they pose to any other plane, however, for the crops a darkness slaad tends are in fact slaants that will grow into fields upon fields of fully-fledged slaad one day. The darkness slaad has no inclination to lead this newly-created army, but even absent a leader the damage these hundreds of slaad can cause is monumental. Gold Slaad Gold slaad are generally felt, rather than seen. When they travel alone, they take the form of a golden mist, rarely conforming into a shape resembling an actual slaad long enough for anyone to notice. They are rarely alone, however. Gold slaad are capable of possessing other creatures, usually hapless mortals. The body they take over becomes a helpless puppet and literal meatshield, and over months of possession will gradually undergo transformation into another slaad. Gold slaad are insidious infiltrators, as their posession can only be detected through magical means, and can get them past many wards and barriers unscathed. Gray Slaad At some point in its life, a green slaad will spontaneously gain the knowledge of a magical ritual to transform themselves into a gray slaad. Unlike their former, highly competitive sleves, gray slaad are naturally servile to any being with demonstrably greater power than themselves. They naturally congregate around advanced slaad, and form willing extensions of their will in all cases. When a leadership role comes up for succession, some gray slaad will peel off to find new masters, while others may take it upon themselves to attempt to fill the vacancy - and cause a power struggle in the process. Iridescant Slaad Iridescant slaad are the most gregarious of the more common slaad morphs. They are consummate show-offs, whether it simply be in natural colouration or any other talent they may possess. Iridescant slaad are formed from purple slaad through continuous use of the latter's incarnum powers; the transition is short and jarring when it occurs, often seemingly out of the blue. Light Slaad Light slaad are formed when a white slaad finds itself at the centre of worship by a cult, misguided priesthood, or similar such entity. Light slaad have the ability to bestow power on others - indeed, power that can far exceed their own.

Different light slaad have varying uses for this meteing out of magical ability. Some use it to further the ends of their cult, expanding to more members and rewarding those highest within its ranks. Others simply amass a group of sworn bodyguards for their own protection. And some light slaad are simple mavericks, bestowing power upon mortals seemingly at random, or to further designs unintelligible to even the most advanced logician Silver Slaad Silver Slaad act as a sort of brood-mother. Feeding off of interplanar energy - like that given off by a portal between planes - they gestate new slaad inside themselves and grow to massive sizes as they do so. In addition to the great danger a large, lumbering slaad poses on its own, when a Silver Slaad ruptures it pours forth a host of descendent slaad. There is no rhyme or reason to when a blue slaad evolves into a silver form - it simply happens at random during planar transit. A blue slaad will step into a portal nin one shape, and step out a different colour and size. Advanced Slaad Advanced Slaad Summary Morph Advancement Method CR Death Being eaten after death x Eye Eye contact x Gem Being stolen x Death Slaad Of all the slaad, death slaad are perhaps the most ambitious, and also one of the most common morphs to deviate from chaotic neutrality into the realms of evil and/or law. Death slaad are intelligent, cunning planners. Death slaad retain many of the abilities of their former slaad selves - typically, this will include the spellcasting abilities of a gray slaad, who are their most loyal servants and also the most likely to vie for succession upon a death slaad's demise. They supplement this by learning any additional path to power they can, be it coercing magical abilities out of a light slaad, accumulating magic items, or taking levels in character classes. Death slaad propogate only upon their demise - unlike other slaad, their essence is not returned to the planes of chaos immediately but instead remains bound within their form by negative energy. Slaad that consume the flesh of a death slaad are themselves converted into a new death slaad; typically a single corpse only transforms one successor slaad, but it is presumed that if the corpse is shared equitably between many such beings a single death slaad may advance mutliple successors. Mortals in search of shortcuts to great necromantic power or an avoidance of undeath have been known to partake the flesh of a deceased death slaad. All such cases are believed to have ended in horrifically powerful, but also simply horrific, results. Eye Slaad Eye Slaad initially seem like some unholy fusion of slaad and beholder. Their oversized heads are deformed to accomodate a single enormous eyeball a foot across. Disturbingly, whichever angle one views an eye slaad from, the eye is always watching one and is always visible - even through other parts of the slaad's body. The slaad's back and forearms are covered in pairs of eyelid-like muscles; irises shrouded beneath them expand and contract to regulate flows of pus, jelly-like substances, or light; or extruding spines and tendrils. An eye slaad corrupts other slaad who gaze too long at its central, unblinking pupil, and inflicts more debilitating changes on mortals who do the same. Gem Slaad To the casual observer, a Gem Slaad is initially easily mistaken for a small frog-like statuette; it would not look out of place in the hoard of a rich bullywug chief, or else atop the shrine of one of the rare slaad cults. It is in fact a living slaad, and thrives upon the ambitions of the greedy. A gem slaad positions itself enticingly to prospective thieves and looters. Such a ne'er-do-well does not realise their mistake until they have returned with the slaad to their safe place, at which point the slaad sets about its would-be-liberator with gleeful abandon. Other slaad are provoked to a mysterious and overwhelming desire to possess this valuable trophy, and will go out of their way in scheming or fights over it. Such the most powerful of these covetous slaad, once they have their new acquisition in hand, undergo a rapid transformation across 1d6 hours until they too become a glittering trophy waiting to be pilfered and spread mayhem. Dragons, dwarves and other creatures possessed of a near-supernatural lust for shiny trophies can themselves undergo hideous transformations into crystal statues, or overgrow with endless crystalline substances, or sometimes form into strange half-slaad abominations. Pre-Slaad Pre-Slaad Summary Morph Development Method Created By CR Proto-Slaadpole Varies Darkness, Red, & White Slaad 0 Slaadead Drawing life from living creatures Black Slaad 2 Slaadpole Consuming flesh Clear, Red, White & Yellow Slaad, and Slaants 1/8 Slaant Growth as a plant Darkness Slaad x Proto-Slaadpole Proto-slaadpoles are, effectively, simply the youngest form of a slaad tadpole. They are small and darkly-coloured; often not too different in appearence from slightly oversized regular tadpoles. Proto-slaadpoles are generally incapable of surviving on their own, requiring gestation in a host or nurturing from a true slaad to survive.

Proto-slaadpoles are most often encountered by adventurers after an encounter with a white slaad, where their shrivelled, dead bodies are nicknamed 'slaad raisins' due to the similarity. Such finds are invariably inactive, dead proto-slaadpoles who failed to incubate inside a host. The same can be found when a red slaad infectee is disected shortly after implantation. On the rare occassion a proto-slaadpole is encountered alive in its small state, they are vicious - if mostly ineffectual at actually causing any harm. Proto-slaadpoles usually grow into full slaadpoles through consumption of flesh, or into slaants under the nurturing of a darkness slaad. Slaadead Slaadead are hulking, slaad-shaped skeletons animated by black slaad. It is worth noting that slaad themselves do not usually have skeletons as such (unless they arose initially from slaadead themselves). Although the bone spurs of a blue slaad and sweeping metallic arms of a darkness slaad could both be considered skeletal, they are not anchored in anything resembling true bone beneath the skin surface. As outsiders, slaad generally cannot be animated as undead. A slaadead begins its unlife as any other skeleton - they vary in species, size and shape of origin, and some begin still encased in the fleshy remains of a recently-defeated enemy. Over the next hour or so after its creation, the very bones of a slaadead warp, rupturing whatever meaty shell might still entangle them, and coming in time to be shaped like a slaad. It is at this stage that one can first predict what variety of slaad a slaadead might one day develop into. Slaadead drain life energy from the creatures they attack with their claws and bite, and use this to build a slaad form of their own. As they do so, their bones gradually cover themselves with coloured flesh and muscle mass, eyes appear in their skulls, and a grim diorama of death in reverse transpires before the onlookers. Slaadpole Slaadpoles, or slaad tadpoles, are the most commonly-encountered form of pre-slaad; they are the continuation of a proto-slaadpole, and the main vector of reproduction for red, clear, white and yellow slaadi. Slaadpoles must consume flesh over the course of their lifetime to develop into a true slaad - usually somewhere between a small and medium creature's worth. Exactly 24 hours after this, a slaadpole mutates into some form of adult slaad. Slaadpoles come in all the colour variations of slaad, including rare morphs that resemble certain advanced slaad. Their form as slaadpole, however, does not influence the basic slaad morph they eventually develop into. Slaadpoles are of bestial intelligence, and generally only concerned with survival and consumption. Slaant Slaants are, in essence, slaad plants. They are formed from a proto-slaadpole, nurtured by the strange farming methods of the darkness slaad to develop into something quite different to the normal slaadpole. The appearance of a slaant varies widely with the individual darkness slaad that tends it; most have a single palm-like stem, with 'leaves' surrounding the crown. All slaants are obviously distinguishable from mundane plants Slaants develop adult slaad in two ways. First, throughout the course of their life cycle slaants will grow strangely-coloured fruit, which develop into slaadpoles and wriggle their way off of the parent plant. Secondly, at the end of their life cycle a slaant will undergo great convulsions, until it changes shape into a fully-developed adult slaad. Slaants have some limited mobility. They will respond to direct harm with retaliatory hostility, and ususally signal other nearby slaants to do the same.

Basic Slaad Profiles Black Slaad Large aberration, chaotic neutral Armor Class 18 (natural armour)

18 (natural armour) Hit Points 170 (20d8 + 80)

170 (20d8 + 80) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 19 (+4) 16 (+3) 12 (+1) 8 (-1) Skills Arcana +7, Perception +5

Arcana +7, Perception +5 Damage Resistances acid, cold, fire, lightning, thunder

acid, cold, fire, lightning, thunder Senses darkvision 120ft., blindsight 60ft., passive Perception 15

darkvision 120ft., blindsight 60ft., passive Perception 15 Languages Chaond, Deep Speech

Chaond, Deep Speech Challenge 10 (5,900 XP) Create Slaadead. A skeleton or zombie raised by the slaad, through the effects of a spell, claw attack or similar, transforms into a slaadead 1 hour after it is raised. If the undead is killed before this time, it can be resurrected at a later stage as normal. Once the creature has transformed, the only way to resurrect it is to first undo the transformation using the wish spell. Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects. Regeneration. The slaad regains 5 hit points at the start of its turn if it has at least 1 hit point. Slaadead Control. Slaadead, skeletons and zombies created by this slaad are under the slaad's control whenever they are within 300 ft. of the slaad. The slaad can communicate telepathically with all undead it controls, as long as it can see them. Once per short rest, the slaad may attempt to direct up to three slaadead it can see that are within 10 ft. of each other, and within 60 ft. of the slaad. Each slaadead must make a Wisdom saving throw against the slaad's spell save DC. The slaad issues a single telepathic command to all of the affected slaadead, consisting of up to three sentences. Creatures that fail their saving throw must carry out this command to the best of their ability, until either the task is completed, they are slain, or one week has passed. Slaadead subject to this effect ignore the control of their original creator if it is not this slaad. The effect ends for any slaadead that fails its save against another use of this ability by any slaad. Spellcasting. The slaad is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The slaad has the following spells prepared : Cantrips (at will): chill touch, frostbite, mending, toll the dead

1st level (4 slots): cause fear, false life, hex, ray of sickness

2nd level (3 slots): blindness/deafness, darkness, ray of enfeeblement

3rd level (2 slots): animate dead *, speak with dead * Once per day, the slaad may reduce the casting time of this spell to 1 action and ignore all material components for that casting. Sunlight Sensitivity. While in sunlight, the slaad has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The slaad makes three attacks: one with its bite and two with its claws Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (ld8 + 5) piercing damage plus 7 (2d6) necrotic damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (ld10 + 5) slashing damage plus 7 (2d6) necrotic damage. A living or undead creature slain by this attack rises 1d6 rounds later as a skeleton or zombie (as appropriate), if it possesses a skeleton and the body has not already been restored to life or destroyed.

White Slaad Medium Aberration, Chaotic Neutral Armor Class 14

14 Hit Points 78(12d8 + 24)

78(12d8 + 24) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 15 (+2) 9 (-1) 7 (-2) 9 (-1) Skills Perception +0

Perception +0 Damage Resistances acid, cold, fire, lightning, thunder

acid, cold, fire, lightning, thunder Senses darkvision 60ft., passive Perception 10

darkvision 60ft., passive Perception 10 Languages Chaond

Chaond Challenge 4 (1,100 XP) Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects. Regeneration. The slaad regains 5 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack. The slaad makes two attacks with its claws and one attack with its bite Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) slashing damage Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 7 (2d4 + 2) piercing damage Launch Slaadspawn (Recharge 4-6). Ranged Weapon Attack: +6 to hit, range 15/30 ft., two targets. Hit 1 piercing damage, and if the target is a humanoid it must make a Constitution saving throw (DC 14). On a failed save, the target takes 13 (3d8) piercing damage and a Slaad Tadpole emerges in front of the target Slaadspawn Bomb (Recharge 4-6). The slaad designates a point within 5ft of the area directly below the slaad. The slaadspawn bomb descends 60 ft. per round from the slaad until it reaches the designated point, at which point every creature within 10 ft. must make a Dexterity saving throw. On a failed save, a target takes 1 piercing damage, and if the target is a humanoid it must make a Constitution saving throw (DC 14). On a failed save, the target takes 13 (3d8) piercing damage and a Slaad Tadpole emerges in front of the target.

Yellow Slaad Medium Aberration, Chaotic Neutral Armor Class 13 (natural armour)

13 (natural armour) Hit Points 58(9d6 + 27)

58(9d6 + 27) Speed 25ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 17 (+3) 6 (-2) 7 (-2) 5 (-3) Skills Perception +0

Perception +0 Damage Resistances acid, cold, fire, lightning, thunder

acid, cold, fire, lightning, thunder Senses darkvision 60ft., passive Perception 10

darkvision 60ft., passive Perception 10 Languages Chaond

Chaond Challenge 3 (700 XP) Cancerous Cloud. The moist skin of a yellow slaad constantly evaporates a faintly coloured infectious gas into the atmosphere. A creature that moves within 30 ft. of the slaad or starts its turn there must make a Constitution saving throw (DC 13). On a failed save, the creature loses 1d4 points of Constitution. A creature that drops to 0 Constitution falls unconscious and remains so until it regains at least 1 point of Constitution. Creatures that are not humanoids and creatures that do not breathe, or breathe a substance inimical to the infection such as lava, are immune to the disease and automatically recover lost constitution after completing a long rest. The next time a creature that has suffered Constitution damage from this ability completes a long rest, it must make another saving throw. On a successful save, the reduction ends. On a failed save, the cancerous slaadi infection has begun to convert some of their tissue into new slaad and the reduction persists. Those subject to the disease must repeat their saving throw at the end of every month as the slaad cells grow inside their lungs. On a failed save, roll a d6; if the result is less than the number of failed saves over the course of the infection, the creature suffers its hit dice in damage as a fully-formed Slaad Tadpole wriggles its way out through their trachea. On a successful save, the creature recovers 1d4 points of lost Constitution. If the disease is cured, the next time the subject takes a long rest any remaining reduction to its Constitution from this effect ends. If the subject returns to its base Constitution score, the diesease enters remission and the subject no longer makes additional saving throws at the end of each month. However if the disease is not cured, then should the subject ever contract Slaad Cancer again the failed saves carry over. Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects. Regeneration. The slaad regains 5 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack. The slaad makes two claw attacks or one bite and one claw attack. Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) slashing damage. Poison Spray. Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit 7 (1d8 + 3) poison damage.

Evolved Slaad Profiles Silver Slaad Small Aberration, Chaotic Neutral Armor Class 15 (natural armour)

15 (natural armour) Hit Points 114(12d8 + 60)

114(12d8 + 60) Speed 20ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 20 (+5) 7 (-2) 7 (-2) 7 (-2) Skills Perception +1

Perception +1 Damage Resistances acid, cold, fire, lightning, thunder

acid, cold, fire, lightning, thunder Senses darkvision 60ft., passive Perception 11

darkvision 60ft., passive Perception 11 Languages Chaond

Chaond Challenge 6 (2,300 XP) Spawn Slaadi. When the slaad is reduced to 0 hit points, it dies and releases a number of other slaadi dependent on its current size. The DM may choose to substitute any 1d8 Slaad Tadpoles for a single small Slaad, any 2d8 Slaad Tadpoles for a single medium Slaad, or any 4d8 Slaad Tadpoles for a single large Slaad: Small: 1d4-1 Slaad Tadpoles (minimum 1) Medium: 2d4 Slaad Tadpoles Large: 4d8 Slaad Tadpoles Huge: 9d8 Slaad Tadpoles Gargantuan: 16d8 Slaad Tadpoles or more (see the swell action, below) Swollen Form. For every size category the slaad is above small, it gains +2 Strength, +12 base hit points and deals +1d4 damage with its bite and claw attacks. For every two size categories the slaad is above small, the range of its claw attacks increases by 5ft. If the slaad travels between planes, it immediately reverts to small size, losing any effect which altered its size and all benefits to Strength, hit points, range and damage 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 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. Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) slashing damage. Swell. The slaad must be within 60ft of a portal, entrance to a demiplane or other mode of interplanar travel to take this action. The slaad spends its turn inhaling interplanar energy, and may not move voluntarily during the same turn. At the start of its next turn, a small slaad increases its size (and the associated damage and spawn slaadi abilites) to medium. A medium, large or huge slaad that takes this action two turns in a row increases its size by one catgory at the end of its next turn. A gargantuan slaad that takes this action increases the number of Slaad Tadpoles spawned from its spawn slaad trait by 3d8, and increases its space by 5ft on a side when this number doubles to at least 32d8, 64d8, 128d8 and so on. Inhale (Recharge 5-6). One creature the slaad can see within 10ft that is at least one size category smaller than it must make a Strength saving throw (DC 16). On a successful save, the creature is pulled 5 ft. towards the slaad. On a failed save, the creature is moved the 5ft and inhaled. The inhaled target is blinded and restrained, it has total cover against attacks and other effects outside the slaad. At the start of each of its turns, an inhaled creature takes piercing damage equal to half the number of Slaad Tadpoles the slaad can spawn with its spawn slaad ability (max 4d8). The slaad can have a maximum number of targets inhaled a any one time equal to the number of slaad it can spawn with its spawwn slaad ability, above, using the same conversions for creatures larger than tiny. A creature that dies while inhaled is torn to shreds by the nascent tadpoles and ceases to count against this limit Planar Escape (1/Day). The slaad immediately uses the Plane Shift spell, transporting to a random Outer Plane.

Advanced Slaad Profiles Gem Slaad Tiny paragon aberration, chaotic neutral Armor Class 13

13 Hit Points 59/59/59 (7d10 + 21 each)

59/59/59 (7d10 + 21 each) Speed 40 ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 16 (+3) 8 (-1) 8 (-1) 15 (+2) Skills Deception +4, Performance +4, Stealth +5

Deception +4, Performance +4, Stealth +5 Damage Resistances acid, cold, fire, lightning, slashing

acid, cold, fire, lightning, slashing Damage Vulnerabilities thunder

thunder Damage Immunities poison

poison Condition Immunities poisoned

poisoned Senses darkvision 60ft., passive Perception 9

darkvision 60ft., passive Perception 9 Languages Chaond

Chaond Challenge Paragon 5 (5400 xp, 3 creatures) False Appearance. While the slaad remains motionless, it is indistinguishable from a nonliving statue Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects. Strike and Move On. During the slaad's turn, if it makes a weapon attack against a creature, that creature can't make opportunity attacks against the sladd for the rest of the turn Regeneration. The slaad regains 5 hit points at the start of its turn if it has at least 1 hit point. This cannot restore hit points to a hit point pool that has already reached 0 Paragon Traits Paragon Fortitude. The slaad has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the slaad end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. Paragon Fury. The slaad may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The slaad determines initiative normally for its first turn, and rolls initiative for each of its subsequent turns when it gains access to them. Shardsplit. When one of the slaad's hit point pools is reduced to 0, all other creatures within 10 ft. must make a Dexterity saving throw (DC 13). On a failed save, a creature suffers 9 (2d8) piercing damage. On a successful save, a creature takes half damage. Actions Multiattack. The slaad makes five attacks: one with its bite, two with its claws, and four with its claws. Each time it takes this action, it may substitute a number of claw attacks, equal to the number of turns it has per round from its Paragon Fury trait, for shard attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage Shard. Ranged Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage