19 (natural armor)
299 (26d10 + 156)
walk 30 ft., swim 30 ft.
Dex +14, Con +13, Cha +15
Arcana +12, Deception +15, Insight +18, Intimidation +15, Perception +11
acid, cold, fire, lightning, thunder
necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
charmed, exhaustion, frightened, poisoned
blindsight 60 ft., truesight 120 ft.
All, telepathy 120 ft.
23
Any creature (other than undead or constructs) that ends its turn within 10 feet of Ssendam must make a DC 20 Charisma saving throw or be inflicted with a random short-term madness. If a creature succeeds against any madness ability of Ssendam's, they are immune to Ssendam's madness for 1 hour.
Ssendam's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Ssendam can innately cast the following spells, requiring no material components: • At will: detect good and evil, detect magic, detect thoughts, dispel magic, fear, fly, mass suggestion, plane shift • 2/Day each: finger of death, flame strike • 1/Day each: power word (any)
If Ssendam fails a saving throw, she can choose to succeed instead.
Ssendam has advantage on saving throws against spells and other magical effects.
Ssendam's weapon attacks are magical.
Ssendam regains 40 hit points at the start of her turn if she has at least 1 hit point.
Ssendam can use her action to polymorph into a Small or Medium humanoid, into a Small aberration that looks like a golden amoeba, or back into this, her golden slaad form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. Her statistics in the humanoid forms, other than her size, are the same. While in her amoeba form, Ssendam has the same statistics with the following changes. She can't take any actions (except her Shapechanger action), speak, or manipulate objects. She has a movement Speed. of 40 feet and can enter a hostile creature's space and stop there. In addition, Ssendam can move through a space as narrow as 1 inch wide without squeezing. She has advantage on Strength and Dexterity saving throws, and has resistance to all damage except psychic and radiant.
Ssendam makes three attacks: one with her Touch of Madness and two with her chaos staff.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 16 (3d10) necrotic damage. The target must also make a DC 19 Constitution or be stunned. The target may repeat the saving throw at the end of each of their turns.
Ssendam summons 1d4 + 1 death slaadi. A summoned slaad appears in an unoccupied space within 60 feet of Ssendam, acts as an ally of Ssendam, and can't summon other slaadi. It remains for 1 minute, until it or Ssendam dies, or until Ssendam dismisses it as an action.
Ssendam magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 16 (3d10) necrotic damage. A target that fails a DC 20 Charisma saving throw is inflicted with a random short-term madness. If it is already mad, the existing madness is replaced with a random long-term madness.
Ssendam 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. Ssendam regains spent legendary actions at the start of her turn.
Ssendam makes one attack with her chaos staff.
Ssendam uses her Teleport action.
Ssendam forces every creature suffering from madness within 60 feet of her to use their reaction to attack another creature within 5 feet of them.