dave2008
Legend
OK, sorry to get to this so late. First a few quick general thoughts:
- I like that you are trying to make Slaad more unique and chaotic. The lore works.
- I worry that there is a lot of dice rolling to determine what this creatures. That is not something I would want to do at the start of an encounter. Not such a big deal if it is something I roll during adventure prep. I would remove the "at the beginning of the encounter language.
- I didn't check the math - I trust you got that correct
- As noted in my previous response, I'm not feeling very creative, so my suggestions may be lacking - sorry
This doesn't really seem appropriate for a stat block, more like the general monster info lore. However, I have no issues with content. My one suggestion would be - more options. It doesn't feel chaotic enough to me. I believe it was during 4e that had "conversation with a Slaad" in Dungeon or Dragon or the Planes Below or some somplement and it was pretty awesome, you might want to see if you can find that.So I made this Slaad for use in my game last year, and I thought it was time to give it your special treatment, stat block it, clean it up and give it some spit shine. So would welcome feedback, ultimately my goal is to provide that feeling is true chaotic randomness without requiring SO many rolls. What I have done is try to split the DM load between several rolls at the beginning of the fight, and then only a few random rolls during the encounter. But definitely could use thoughts here.
True Slaad
True Slaad are the real children of chaos. Ever shifting, the only thing that unites them is one common purpose....to spread. True Slaad often look like some type of large frog like creature, but no two Slaad look alike. They take on a wide array of colorations and hues, with an ever changing number of limbs. What are more commonly known as Slaadi is actually a variant spawned from a True Slaad, a variant that lost some of its chaotic energy and shifted into more stable color coded forms.
Culture: True Slaad are some of the most fickle creatures in the multiverse, even Demons find them too volatile to work with. As such, True Slaad are normally solitary or in small numbered hunting parties. True Slaad have no true concept of "self", they recognize that they are a separate entity from other creatures, but their thoughts shift so frequently that one realized self is quickly changed to another.
True Slaad
Large Aberration, Chaotic
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Armor Class 15
Hit Points 170
Speed 30 ft (see Morphic Form)
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STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 8 (-1) 6 (-2) 12 (+1) ![]()
Saves See Children of Chaos
Skills See Children of Chaos
Senses Darkvision 60ft
Languages Slaad, Telepathy 60ft
Challenge 8
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Ever-Shifting Instinct: At the beginning of an encounter, roll a d6. This determines the True Slaad's behavior for the encounter.
1: Alternate. The DM determines some alternate behavior for the creature.
2 - 5: Spread. The True Slaad will attack a humanoid to spread Chaos Phage, and will switch targets after infection. Non-humanoids are ignored unless they are hostile.
6: Destroy. The True Slaad attempts to kill any non-Slaad creature it can see.
Personally, I would like damage to go up or down with the size changeMorphic Form: At the beginning of an encounter, roll a d6 and adjust the True Slaad based on the notes below.
1 - Reduced. Size is reduced by 1 category, and damage is reduced by 1d6.
2 - Enhanced. Size is increased by 1 category, and damage is increased by 1d6.
3 - Swim. Can breathe water and gains a swim speed equal to its speed.
4 - Fly. Has wings and gains a fly speed equal to its speed.
5 - Altered Speed. Add (1d6 - 2) x 5 to the speed.
6 - Roll 2d6 and consult the chart twice.
How would a resistance be selected twice. I like the idea, but I don't see how it is possible as described.Entropic Resistance: At the beginning of an encounter, roll a d6 for each chart below twice. The Slaad has resistance to the types selected for the encounter. If a type is selected twice, the Slaad is immune to that damage type.
1 - Bludgeoning, Piercing, Slashing
2 - Fire
3 - Cold
4 - Acid
5 - Lightning
6 - Reroll. The True Slaad becomes vulnerable to the new result.
1 - Thunder
2 - Force
3 - Psychic
4 - Radiant
5 - Necrotic
6 - Reroll. The True Slaad becomes vulnerable to the new result.
I like the idea; however, it seems like needless rolling to me. This is not something that affects the players at all. It may feel more chaotic to the DM, but to the players it is just a hit or miss. I think finding some way to imply chaos to the players would be better, Not sure how though.Children of Chaos: True Slaad add 1d6 to all attacks, saves, checks, saving throw DCs, and damage rolls (already adjusted).
I don't understand how it becomes a Perfect Slaad, unless it means if your roll 18 on the regen. Also, does it regenerate only if you roll a 6? It is a little confusing.Regeneration: The True Slaad regains 3d6 hit points at the start of its turn if it has 1 hitpoint. When a True Slaad reaches 0 hitpoint, roll a d6. On a 6, the True Slaad immediately performs regeneration. If the True Slaad gets the maximum result on this special regeneration roll, it instead becomes a Perfect Slaad at full hp.
That could be interesting.Enigma: Because a True Slaad is constantly shifting, it is impossible to assess its current abilities through Knowledge checks.
Chaos Phage: While infected with this disease, the target cannot regain hitpoints. After 1d20 days, the target dies and becomes a True Slaad.
I would like to see more attack options. Then maybe to choice of attack is determined by a die roll to get some of that chaos feel.ACTIONS
Multiattack: Make 3 Limb attacks.
Limb. Melee Weapon Attack: +5 +1d6 to hit, reach 5 ft., one target. Hit: 3d6 bludgeoning, piercing, or slashing damage. If the target is humanoid, it must make a DC 12 + 1d6 Constitution Saving Throw or be infected with Chaos Phage.
Within 150 ft. of the slaad?REACTIONS
Surge of Chaos: When the True Slaad fails a saving throw or takes a critical hit, choose a target within 150 ft.
Any 3rd level or lower spell on the target ends (as if hit with Dispel Magic). The target takes 3d6 force damage and must succeed on a DC 12 + 1d6 Constitution Saving Throw or be infected with Chaos Phage.