Perfect Slaad - WIP (got to tweak to it right for the CR)
When a True Slaad dies, every so often the confluence of Chaotic energy and the spark of death creates a new form. The Perfect Slaad or "True Death Slaad" is the ultimate evolution of the True Slaad form.
Perfect Slaad
Large Aberration, Chaotic
Armor Class 18
Hit Points 190 (20d10 + 80)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 14 (+2) | 18 (+4) | 10 (0) | 8 (-1) | 16 (+3) |
Saves See
Children of Chaos
Skills See
Children of Chaos
Resistances psychic; see variable resistance
Senses Darkvision 60ft, passive perception 9 (+1d6)
Languages Slaad, Telepathy 60ft
Challenge 13
Entropic Aura - Any creature within 100 ft of the Perfect Slaad cannot use abilities that reroll dice or set dice to specific values, and these effects cannot be used on the Perfect Slaad. A caster within the aura must make a concentration check when casting a spell, on a failure the action used to cast the spell is wasted, but the spell slot is not consumed.
Greater Chaos Phage - In addition to the normal effects of
Chaos Phage, a humanoid's alignment is changed to Chaotic Neutral while infected. They must make a DC 19 (16 + 1d6) Charisma saving throw at the start of their turn or consume their action making chaotic gestures and utterances.
Children of Chaos. The slaad adds 1d6 to all attacks, saves, checks, saving throw DCs, and damage rolls (included in the attack).
Chaotic Regeneration. The slaad regains 10 (3d6) hit points at the start of its turn if it has at least 1 hit point.
Enigma. Because a True Slaad is constantly shifting, it is impossible to assess its current abilities through Knowledge checks.
Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.
Magic Weapons. The slaad’s weapon attacks are magical.
Variable Resistance (1/Rest). When the slaad first takes cold, fire, force, lightning, poison, radiant, or thunder damage, it must roll a d6, which determines how the damage effects it as indicated in the table below. The effect rolled last until this ability is used again.
1-2 | Vulnerable to the damage type |
3 | No change, damage effects the slaad normally |
4 | Resistant to the damage type |
5-6 | Immune to the damage type |
ACTIONS
Multiattack: The slaad makes four melee attacks.
Limb. Melee Weapon Attack: +9 (6+1d6) to hit, reach 5 ft., one target.
Hit: 15 (3d6 + 5) bludgeoning or slashing damage, the slaad's choice. If the target is humanoid, it must make a DC 19 (16 + 1d6) Constitution saving throw or be infected with Greater
Chaos Phage.
REACTIONS
Surge of Chaos: When the True Slaad fails a saving throw or takes a critical hit, choose a target within 150 ft. Any 5th level or lower spell on the target ends (as if hit with
Dispel Magic). The target takes 4d6 force damage and must succeed on a DC 19 (16 + 1d6) Constitution Saving Throw or be infected with
Chaos Phage.