KING
Slaad (Red)

Slaad (Red)

Aberration · no Crown (Chaotic)

T3d8Minor

Chaotic outsiders from Limbo, slaadi implant gem-spawned tadpoles, their claws spreading anarchy.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 11  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1111 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind8--
Sense16--
Heart14--
Cunning16--
Fate16--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Magic Resistance

Advantage on saves against spells.

Passive

Regeneration

Regains 1 Vigor at the start of its turn unless it took fire or acid damage since its last turn.

Passive

Chaos Phage

A humanoid damaged by its claws must make a Body save (DC 15) or be infected with a slaad tadpole. The infection kills within days unless cured.

Maneuvers

Maneuver

Leaping Pounce

Leaps up to 30 ft and attacks. On a hit the target makes a Body save (DC 15) or is knocked prone.

Tactics

GM tactics

Pounces on isolated targets to implant chaos phage. Leaps clear and back in again when surrounded. Fights recklessly, since chaos is its purpose. Does not flee unless facing fire or acid.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.