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# Young Slaadi Goal is to make a slaadi variant that is a more applicable challenge for a group of level 4 adventurers as you might see in Hoard of the Dragon queen epsidoe 4. Green slaadi. are surprisingly intelligent and possess innate spellcasting ability. A green slaad can change its shape to appear as a humanoid. If it was born of a humanoid host, the slaad usually adopts its host's form. At some unpredictable point in its existence, a green slaad unlocks the means to magically, instantly, and permanently transform itself into a gray slaad. Unlocking this knowledge can take years, even decades. ___ ___ > ## Young Green Slaad >*Medium aberration (shapechanger), chaotic neutral* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 61 (8d8+25) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|13 (+1)|14 (+2)|11 (+0)|8 (-1)|12 (+1)| >___ > - **Skills** Arcana +2, Perception +1 > - **Damage Resistances** acid, cold, fire, lightning, thunder > - **Senses** blindsight 30ft., darkvision 60ft., passive Perception 11 > - **Languages** Slaad, telepathy 60ft. > - **Challenge** 3 (700 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 innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components: > > At will: detect magic, detect thoughts, mage hand > > 2/day: invisibility (self only) > > 1/day: fear > > **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: one with its bite and one or both with its claws or staff. Alternatively, it uses its Hurl Flame. > > **Bite (Slaad Form Only).** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. > > **Claw (Slaad Form Only).** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. > > **Staff.** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. > > **Hurl Flame.** Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren't being worn or carried