By Alan McCoy from Dungeons & Dragons: Fundamentals
How to build challenging encounters against a Green Slaad
Note: This has been prepared utilizing only the 5E Core Rules. The Green Slaad can be found in the Monster Manual page 277. It is highly suggested that the entire section on Slaadi (MM pages 274 – 278 be read carefully prior to attempting to utilize the Slaadi.
Slaadi are creatures of pure chaos, born on the plane of limbo they exist in direct opposition to the Modrons and the plane of Law, legend claims that they were created when Primus, the Lord of the Modrons cast a Stone of Law into the Chaotic Maelstrom of existence. Some legends claim that he did it to apply order to the chaos. Other legends claim that he felt it was a necessity, as logic dictated that pure law could not exist without pure chaos to balance it. No matter how it worked, the stone allowed the chaotic maelstrom to coalesce and spawned the creatures of chaos.
The Green Slaad is a large aberration, standing roughly ten feet tall in its natural form. Their appearance is usually described as reptilian, with frog-like being the most common reference. The resemblance is at best superficial.
The Green Slaad is created when a spell-caster capable of casting at least third levels spells suffering from the Chaos Phage infection, dies from the disease. At this point the former caster immediately transforms into a fully grown Green Slaad, leaving their former existence behind. Only a WISH can reverse the transformation. The common understanding is that only Blue Slaad are carriers of this infection, however, these are creatures of Chaos, anything is possible.
Perhaps thanks to the fact that their former hosts were spell-casters, Green Slaad have maintained more of their mental faculties than either the Red or Blue Slaadi. Unlike their Brute cousins, the Greens are capable of planning and strategizing. They have also inherited the ability to use magical spells.
Step 1) Let’s Review what we know about Green Slaad:
The Green Slaad are physically impressive, extremely strong, and tough and possessing a physical agility that is surprising in a creature of their size. Mentally, they are average overall, but seem to lack a well-developed sense of self and self-preservation.
Green Slaad move at 30 feet per round. See note in Tips and Observations
Green Slaad senses include Blindsight 30 feet and Darkvision 60 feet, they have a passive perception of 12. See note in Tips and Observations.
Green Slaad, by their very nature, are curious and inquisitive about all things magical. This has granted them proficiency with Arcana and Perception (+3). See Tips and Observations.
Green Slaad are Resistant to Acid, Cold, Fire, Lightning, and Thunder Damage.
Green Slaad are resistant to magic and have advantage on saving throws vs spells or spell-like effects.
Green Slaad are shape changers and can readily assume the shape of any small to medium sized humanoid. Any equipment carried is not transformed. See note in Tips and Observations.
Green Slaad regenerate 10 hit points each round provided they are conscious.
Green Slaad can cast spells: At Will: Detect Magic, Detect Thoughts, Mage Hand; 2/day (each) Fear, Invisibility; 1/day: Fireball. These spells may be used in any form.
As actions, a Green Slaad can Multi-Attack making three attacks: one with its bite and two with either claws or staff. Alternately, it can hurl flame twice each round. The bite and claws may only be used in Slaad form.
Step 2) Determine the probable Strategy.
Unlike its brute force cousins who essentially exist to breed and create more Slaadi, the Greens are concerned with the world around them and with satisfying their curiosity. They prefer to remain undetected as they travel from place to place learning and investigating. They are especially eager to handle, view and understand new magical items. Each Green Slaad is driven to acquire sufficient knowledge and understanding so that they can unlock the potential that exists within and become a Grey Slaad and eventually, a Death Slaad.
While wandering, a Green Slaad will keep it’s “Detect Magic” and “Detect Thoughts” Spell ability working whenever possible. When it discovers something interesting it will do it’s best to acquire that object. Once understood, the item will no longer have value to them and will thus be discarded.
As evil creatures, Green Slaad understand the value that mortals place on such objects and enjoy the strife and discontent they cause as they take from one and give to another.
The Green Slaad will freely use both their invisibility and Mage Hand spells to acquire new and interesting things to study and will utilize their Fear spell to cause an enemy to flee.
While a Green Slaad will avoid confrontation when possible, they are easily provoked.
Step 3) Determine Tactics
A Green Slaad will almost always be shape-shifted into the form of a small to medium sized humanoid when first encountered. They often adopt a persona that allows them to travel freely from place to place. They will explain their minor magical ability has having had some training, but not enough to follow the profession. A clever Green will adopt the face and persona of the spell-user from which it spawned for additional credibility.
If a Green Slaad feels that its cover is about to be or has been compromised, it will attempt to isolate the person who suspects it. It will attempt to find out how they were detected and if anyone else knows, but the lack of humanity and empathy will make this cursory at best.
Relying on the combination of Magic Resistance and Resistance to Fire, the Slaad will probably cast FIREBALL directly on the target, even if that will include themselves in the effect.
Transformation to the True Form of Slaad coupled with casting FEAR will probably follow to induce the FRIGHTENED condition.
Meanwhile, the Slaad will either attack with its melee bite and staff attacks or if preferring to remain at range, will hurl flame at the target.
Step 4) DM Tips and Observations
I find the Movement rate of 30 feet per round to be significantly lower than it should be for a creature of Large size. Why does a creature ten feet tall move at the same speed as a man-sized creature averaging six feet tall? Unless there is a valid reason for the restriction, I would increase the land speed of this creature to 45 feet per round. Note that any additional movement would apply to their true form only.
I find that a good judge of range of a primary sense on a creature is to compare it to their movement speed, specifically their DASH speed. Other than in panic, no creature will willingly run blindly into an area. Therefore, I suggest that Blindsight should be increased to 45 feet, and Darkvision to 90 feet to match the movement rates suggested above.
Due to the limited mental abilities possessed by the Green Slaad, while they can transform into any small to medium sized humanoid, they will tend to develop only one or two alter-egos of any depth. If forced to portray a new role, they tend to caricature and stereotype rather than a developed personality.
Because the Green Slaad is essentially an inquisitive, I think it would be appropriate to provide them with proficiency in Slight of Hand (+5) to enable them to pick pockets or otherwise lift things they find interesting.
A Shape Shifter that cannot transform the gear carried must either stash or cache gear. If that’s what you want, fine, but I like the idea of giving the Slaad a “Kangaroo Pouch” which allows them to carry some gear from place to place. Limit it to 5-10 lbs. and 1 cubic foot.
While the Green Slaad is a better built monster than some, I would prefer to see some variety in the spells used, perhaps varied based on the original type of spell-caster from which they were spawned. After all, many classes are capable of casting third level spells.
While I don’t want to go overboard because of the regenerative ability possessed by the Slaadi, I think that the base AC of the Creature should be 18 instead of 16. This would incorporate their dexterity adjustment to go with their natural armor.