Green Slaad

Green Slaad

Large aberration (shapechanger)
Challenge

STR
4
DEX
2
CON
3
INT
0
WIS
−1
CHA
1

127
15d10+45
18
Soak
1
Fort
+4
Ref
+4
Will
+1
Defense note natural armor
Damage resistances acid, cold, concussion, fire, lightning

Speed 5 m.
Skills Perception +1 (12), Primal (cha) +3 (14)
Senses blindsight 5 m., darkvision 10 m.
Languages Slaad, telepathy 10 m.

Control Gem. Implanted in the green slaad’s brain is a magic control gem. The green slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.

Certain spells can be used to acquire the gem. If the green slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster’s open hand, instead of imprisoning the green slaad. A miracle or wish spell, if cast in the green slaad’s presence, can be worded to acquire the gem.

A restoration spell augmented to greater restoration cast on the green slaad destroys the gem without harming the green slaad.

Someone who is proficient with Medicine can remove the gem from an incapacitated {CREATURE_NAME}. Each try requires 1 minute of uninterrupted work and a successful Difficulty 20 Medicine check. Each failed attempt deals 22 (4d10) psychic damage to the green slaad.

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

Maneuvers. The green slaad uses maneuvers (maneuver save Difficulty 15). It has 8 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, fearsome beast, fountain of blood, rampage, spring attack, swipe (Claw only), tear flesh (Claw only), trip

2 stamina dice: tear tendon

Regeneration. The green slaad regains 10 health at the start of each of its turns. While the green slaad is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. The green slaad dies only if it starts its turn with 0 health and doesn’t regenerate.

Spellcasting. The green slaad uses Primal (cha) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: detect magic, detect thoughts

Cantrips (at will, 10th-level spellcaster): chaos orb

1 mana: chaos abated, chaos bolt, chaotic weapon, compelled surge, confusion, entropic shield, fear, invisibility (self only), misdirection, prismatic spray, wild guesses, wild magic sphere, wild outbreaks

2 mana: animate chaos, chaos storm, scatter

Actions (3)

Bite (Slaad form only; 1/turn). Melee Weapon Attack: +6 to hit. Hit: 11 (2d6 + 4) piercing damage.

Claw (Slaad form only; 2/turn). Melee Weapon Attack: +6 to hit. Hit: 7 (1d6 + 4) slashing damage.

Quarterstaff. Melee Weapon Attack: +6 to hit. Hit: 13 (2d8 + 4) bludgeoning damage.

Change Shape (1/turn). The green slaad can 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.

Hurl Flame. Ranged Spell Attack: +3 to hit, range 10 m. Hit: 14 (4d6) fire damage and the target is burning 1. The fire ignites flammable objects that aren’t being worn or carried.

Limbomm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failure, a creature is frightened of you until the end of your next turn.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

Spells

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As an action, you hurl a small sphere of energy at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d8 damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The number rolled determines the damage type, as shown on the table.

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8). When you roll multiple d8s, choose one of the d8s to determine the damage type.

As a reaction, which you use when you roll on the Wild Surge table, you can reroll.

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As an action, you hurl an undulating, warbling mass of chaotic energy at a creature that you can touch or see within 20 meters. The creature must make a Reflex saving throw.

On a failure, it takes 3d8 damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Choose one of the d8s. The number it rolled determines the damage type, as shown on the table.

If you roll an 8, the chaotic energy leaps from the target to a different creature of your choice within 5 meters of it who must also make a saving throw. The new damage roll could cause the chaotic energy to leap again. A creature can be affected only once by each casting of this spell.

Augment

You can increase the damage by 3d8 for each additional mana expended, but only the original 3d8 are used to determine the damage type and whether the bolt bounces.

concentration, 5 minutes/mana

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As an action, a weapon you touch becomes infused with chaotic energy. For the duration, the weapon deals an extra 1d4 damage. Roll a d8 to determine the attack’s damage type, as shown below.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana to infuse an additional weapon you touch with chaotic energy.

As a reaction, which you use when you roll a die to determine if a spell causes a Wild Surge, you can compel wild energies forth. Roll on the Wild Surge table to create a random magical effect.

Augment

You can expend 1 additional mana to cast the spell as a reaction, which you use when you see a creature within 10 meters of you casting a spell, you cause wild magic to pour out from the creature. The creature must make a Will saving throw.

On a failure, the creature rolls on the Wild Surge table to create a random magical effect.

As an action, you assault and twist a creature’s mind, spawning delusions and provoking uncontrolled actions. Choose a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or it is confused until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

(ritual); concentration, 5 minutes/mana

As an action, you sense the presence of magic within 5 meters of you. If you sense magic in this way, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its theme, if any.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

If you touch a creature or object for 5 minutes, you can determine the magic affecting it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If it is a creature, you learn what spells, if any, are currently affecting it.

1 minute/mana

As an action, a magical field appears around you, glowing with a chaotic blast of multicolored hues. For the duration, any creature has disadvantage on attacks made against you.

Augment

You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. The attacker must make an additional roll and use the worst result and the duration changes to the end of your next turn.

concentration, 1 minute/mana

As an action, you attempt to awaken the worst fears in a creature that is not a construct or an undead that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or become frightened of you for the duration.

While frightened by this spell, the creature must move as far as its speed allows away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.

  • Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.

  • Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.

    You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

  • Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.

  • Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.

As a reaction, which you use when a creature that you can touch or see within 2 meters of you attacks you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

As an action, multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a cone must make a Reflex saving throw. For each target, roll a d8 to determine which color ray affects it.

1. Red. The fire ignites any flammable objects in the area that aren’t being worn or carried. On a failure, a creature takes 3d6 fire damage and is burning 2. On a success, a creature takes half as much damage.

2. Orange. On a failure, a creature takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn. On a success, a creature takes half as much damage.

3. Yellow. On a failure, a creature takes 3d8 lightning damage and it can’t take reactions until the end of its next turn. On a success, it takes half as much damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

4. Green. On a failure, a creature takes 2d10 poison damage and is poisoned until the end of its next turn. On a success, a creature takes half as much damage.

5. Blue. On a failure, a creature takes 3d6 cold damage and is slowed 1 until the end of its next turn. On a success, a creature takes half as much damage.

6. Indigo. On a failure, a creature is slowed 1 for 1 minute. A creature can make a Fortitude saving throw at the end of each of its turns. On a success, the slow ends.

7. Violet. On a failure, a creature is blinded for 1 minute. A creature can make a Fortitude saving throw at the end of each of its turns. On a success, the blindness ends.

8. Special. A creature is struck by two rays. Roll twice more, rerolling any 8.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the effect for each additional mana expended.

    1. Red. Increase the damage by 1d6 and the burning level by 1 for each additional mana expended.

    2. Orange. Increase the damage by 1d8 for each additional mana expended.

    3. Yellow. Increase the damage by 1d8 for each additional mana expended.

    4. Green. Increase the damage by 1d10 for each additional mana expended.

    5. Blue. Increase the damage by 1d6 for each additional mana expended. If you expend 4 or more mana, the slowed level increases to 2.

    6. Indigo. Increase the slowed level by 1 for each additional mana expended.

  • You can expend 1 additional mana so a creature that fails its saving throw rolls on the Wild Surge table to create a random magical effect.

As a reaction, which you use when you make a skill check or a saving throw, reflections of yourself swarm about you, whispering suggestions. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

1 minute/mana

As an action, an invisible sphere of wild magic twice as big as normal surrounds you. Until the spell ends, the sphere moves with you, centered on you.

Any spell cast from inside the sphere must roll on the Wild Surge table to create a random magical effect.

Casting this spell on the same spot every day for a year makes this effect permanent.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to cast the spell centered on a point within 20 meters, where it remains for the duration.

  • Chaos Sphere. You can expend 1 additional mana so the area within the sphere is filled with chaotic energy. The sphere is normal size and the duration changes to 1 minute/mana, concentration. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Will saving throw.

    On a failure, a creature is confused until the end of its next turn.

concentration, 1 minute/mana

As an action, you cause wild magic to pour out from a creature. Choose a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Will saving throw.

On a failure, the creature rolls on the Wild Surge table to create a random magical effect.

On a success, the spell ends.

concentration, 5 minutes/mana

d8Damage Type
1Fire Elemental
2Acid Elemental
3Lightning Elemental
4Earth Elemental
5Ice Elemental
6Air Elemental
7Water Elemental
8Sand Elemental

As two actions, you call forth a random elemental which appears in an unoccupied space that you can see within 10 meters. Roll a d8 and compare the result to the table below to determine the elemental type as a companion, using 2 resources.

The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended.

  • You can expend 2 additional mana to call forth another elemental.

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As two actions, chaotic energy rips reality asunder in a point you can see within 20 meters. Each creature in a cylinder centered on that point must make a Will saving throw.

On a failure, it takes 3d8 damage and is confused until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Choose one of the d8s. The number it rolled determines the attack’s damage type, as shown on the table.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • You can expend 1 additional mana so a creature that fails its saving throw rolls on the Wild Surge table to create a random magical effect. This wild surge can only occur once each round, and the spell ends once five surges have triggered.

  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and a creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

concentration, 1 minute/mana

As two actions, you can read the thoughts of certain creatures. When you cast the spell—and as two actions on each turn until the spell ends—you can focus your mind on a creature that you can touch or see within 5 meters of you. If the creature has an Intelligence of −4 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As two actions, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Will saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use an action on its turn to repeat the saving throw; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as two actions during the duration, you can search for thoughts within 5 meters of you. The spell can penetrate barriers, but 60 centimeters of stone, 5 centimeters of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within 5 meters of you.

Augment

You can expend 1 additional mana to plant an idea or memory in the creature’s mind. The creature must remain within 5 meters of you and you must focus on it for 1 minute. After 1 minute the creature must make a Will saving throw or you plant the idea or memory in the creature’s mind as if it were an organic thought or real memory. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). The idea or memory lasts for 4 hours for each mana expended to cast this spell.

As two actions, you hold your hands outstretched, sending creatures in to disarray. Each creature in a cone or line must make a Will saving throw.

On a failure, it is is teleported 1d10 × 1 meter in a random horizontal direction. Roll a d8 for the direction: 1: north, 2: north-east, 3: east, 4: south-east, 5: south, 6: south-west, 7: west, 8: north-west. If the creature would arrive in a place already occupied by an object or a creature, it is shunted to the nearest unoccupied space that it can occupy and takes 4d6 force damage. A creature can’t be teleported to a space harmful to it, such as a body of lava or midair if it can’t fly.