GORMEEL – 5e stats

Large aberration (slaad), lawful neutral

Armor Class 18 (natural armor)
Hit Points 170 (20d8 + 80)
Speed 30 ft.

Proficiency Bonus +5
Proficiency Bonus +8 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
20 (+5)15 (+2)19 (+4)15 (+2)10 (+0)16 (+3)

Saving Throws Str +10, Con +9, Wis +5
Skills Arcana +7, Perception +5, Stealth +7
Resistances acid, cold, electricity, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15
Languages Slaad, telepathy 60 ft.
Challenge 13 (10,000 XP)

Adaptation. Gormeel can change its elemental resistance as a bonus action.

Detect Chaos. Gormeel can use a bonus action to sense the presence of chaotic energy within 60 feet of it.

Detect Magic. Gormeel can use a bonus action to sense the presence of magic within 60 feet of it.

Dispel Chaos. Gormeel can use a bonus action to dispel any chaotic effects affecting it or a creature it can see within 30 feet of it.

Freedom of Movement. As a bonus action on its turn, Gormeel Lord Gormeel can teleport up to 60 feet to an unoccupied space it can see.

Protection from Chaos. Gormeel can use a bonus action to create a ward against chaotic energy within 30 feet of it that lasts for 1 minute or until dismissed as a bonus action.

See Invisibility (always active). Gormeel can see invisible creatures and objects within 30 feet of it.

ACTIONS

  • Multiattack. Gormeel makes two attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 11 (2d6 + 4) acid damage.
  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 11 (2d6 + 4) acid damage.
  • Breath Weapon (Recharge 5–6). Gormeel exhales a cone of raw Limbo-material energy as a bonus action in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw or take 25 (6d6 + 4) force damage and be knocked prone.

REACTIONS

  • Order’s Wrath. When Gormeel Lord Gormeel is wounded by a creature other than itself or an ally within 30 feet of it that can see or hear it, it can use a bonus action to make one melee weapon attack against that. If the attack hits, the creature takes an extra 14 (4d6) force damage and must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn.

LEGENDARY ACTIONS

Gormeel Lord Gormeel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Gormeel Lord Gormeel regains spent legendary actions at the start of its turn.

  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 11 (2d6 + 4) acid damage.
  • Freedom of Movement. As a bonus action on its turn, Gormeel Lord Gormeel can teleport up to 60 feet to an unoccupied space it can see.
  • Order’s Wrath (Costs 2 Actions). When Gormeel Lord Gormeel is wounded by a creature other than itself or an ally within 30 feet of it that can see or hear it, it can use a bonus action to make one melee weapon attack against that. If the attack hits, the creature takes an extra 14 (4d6) force damage and must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


Gormeel Lord Gormeel: A Lawful Slaad

If you are looking for a unique and challenging foe for your D&D campaign, you might want to consider the Slaad Lord Gormeel. This is a rare and powerful type of slaad, a frog-like creature that embodies the chaotic force of the multiverse. Gormeels are lawful in alignment, serving as allies and sometimes mounts of the githzerai, a race of warriors who oppose the slaad. They are also able to use their chaotic nature to their advantage, creating unpredictable and dangerous effects with their breath weapon, spells, and abilities.

DESCRIPTION

Gormeels are large, quadrupedal reptiles with gray-green to purple scales. Their front toes end in crescent claws that they use for hunting and fighting. They knuckle-walk on all fours, but can stand on their hind legs for short periods of time. Rows of razor sharp teeth are embedded in their lizard-like heads below eyes marked with ridges of bone.

Gormeels have a gemstone embedded in their skull that shares their color and that can be seen beneath their forehead skin. The gemstone is unique to each slaad and can be used to identify them by their past deeds.

Gormeels have various supernatural abilities that make them formidable opponents. They are immune to water and cold, earth and acid, air and electricity, or fire, at a whim. They can also adapt to any element they encounter, making themselves resistant or vulnerable accordingly.

Their breath weapon is a cone of raw Limbo-material as unpredictably dangerous as wild magic. The damage type depends on the element they choose: acid, fire, lightning; bludgeoning, piercing, or slashing from nonmagical attacks; or poison from magical attacks.

They have various spell-like abilities that allow them to fight the forces of chaos, as well as deceive and befuddle their foes. At will, they can use detect chaos, detect magic, dispel chaos, protection from chaos, and see invisibility. Thrice each day a gormeel can use confusion, dimension door, and order’s wrath (costs 2 actions), and only once per day freedom of movement (costs 2 actions), mislead (costs 2 actions), word of law (costs 2 actions). Additionally, like the more magically adept slaadi, gormeels indefinitely assume a humanoid form (costs 2 actions), polymorphing into a githzerai at their leisure.

COMBAT

Gormeels fight intelligently and strategically. They always attempt to use ranged or supernatural abilities before entering close combat and rending foes with tooth and claw. However, they can also adapt their tactics based on the environment, situational circumstances and the needs of their allies.

Gormeels are not very fast or agile compared to other types of slaadi or monsters. They rely more on their strength and endurance to survive in combat. They can also use their breath weapon to create explosions or fires that can damage multiple enemies at once.

Gormeels are not very social or cooperative in combat. They usually act alone or in pairs against larger foes or groups of enemies. They do not trust or respect other slaadi unless they share a common enemy or goal.

HABITAT / SOCIETY

Gormeels live in Limbo, the chaotic realm of the multiverse. Limbo is a place where reality is constantly shifting and unpredictable, where anything can happen and nothing makes sense. Limbo is also a place where the slaad, the frog-like creatures that embody chaos, have their origins and their destiny.

Gormeels are lawful in alignment, serving as allies and sometimes mounts of the githzerai, a race of warriors who oppose the slaad. The githzerai are one of the few races that can resist the chaotic influence of Limbo and maintain their sanity and order. They often seek out gormeels to use their breath weapon, spells, and abilities as weapons against their enemies.

Gormeels are also able to use their chaotic nature to their advantage, creating unpredictable and dangerous effects with their breath weapon, spells, and abilities. They can adapt to any element they encounter, making themselves resistant or vulnerable accordingly. They can also use their detect chaos ability to locate any chaotic creatures within 60 feet of them that are not behind total cover.

Gormeels have a gemstone embedded in their skull that shares their color and that can be seen beneath their forehead skin. The gemstone is unique to each slaad and can be used to identify them by their past deeds. The gemstone also serves as a source of power for some slaadi, allowing them to cast spells or use abilities without verbal components.

ECOLOGY

Gormeels are not very concerned with ecology or environmental issues. They do not care about the balance or harmony of nature, nor do they respect the life forms that inhabit it. They only care about fulfilling their own goals and desires, which often involve destroying or conquering other races or realms.

Gormeels are not very selective or picky about their food sources. They will eat anything they can catch or kill, whether it is plants, animals, or even other slaadi. They do not have any dietary preferences or restrictions, except for avoiding water and cold.

Gormeels are not very social or cooperative in ecology. They usually act alone or in pairs against larger foes or groups of enemies. They do not trust or respect other slaadi unless they share a common enemy or goal.