Green Slaad

Large Aberration, Chaotic Neutral

STR
16 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
8 (-1)
CHA
18 (+4)
Magic Resistance.

The slaad has Advantage on saving throws against spells and other magical effects.

Regeneration.

The slaad regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.

Spellcasting.

The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):

At will: Detect Magic, Detect Thoughts, Mage Hand

1/day each: Fireball, Invisibility (self only)

Actions

Multiattack.

The slaad makes three Chaos Staff attacks.

Chaos Staff.

Melee or Ranged Attack Roll: +7, reach 10 ft. or range 60 ft. Hit: 8 (1d8 + 4) Force damage. Until the start of the slaad's next turn, the target has a condition determined by rolling 1d4: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Incapacitated.

Bonus Actions

Shape-Shift.

The slaad shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.

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Green Slaad

Source: Monster Manual (2025), p. 286 - Licenses and attribution