Long Was the Night - The Apprentices
As his apprentices age, Dedek eventually changes them into slaadi, both to make them more powerful and as part of his agreement with Norsar the Many - the Elder Slaad of Limbo.
Bledstone - Dwarven Apprentice
Spellcasting. Bledstone is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Bledstone has the following wizard spells prepared:
Cantrips (at will): chill touch, light, mage hand, prestidigitation
1st level (4 slots): detect magic, false life, crypt missile (as magic missile, but necrotic damage), shield
2nd level (3 slots): misty step, ray of enfeeblement, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): black tentacles, greater invisibility, ice storm
5th level (1 slot): cone of cold
Dwarven Resilience. Bledstone has advantage on Saving Throws against poison, and has Resistance against poison damage. Grim Harvest. Any round Bledstone hits a target with a Necromancy spell, he gains hit points equal to double the spell level. If this spell is a cantrip, he gains 2 hit points.
Actions
Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 ( 1d4+2 ) slashing damage.
Bledstone is a sickly looking dwarf; thin and pale with a bald pate. He tries to cover up the baldness by combing his gray hair over it. His slate gray eyes show a sadness uncharacteristic of the others in this place.
Cahmex, Death Slaad CR: 10
STR
20 +5
DEX
15 +2
CON
19 +4
INT
15 +2
WIS
10 +0
CHA
16 +3
Shapechanger.
The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting.
The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image
2/day each: fear, fireball, fly, tongues
1/day each: cloudkill, plane shift
Magic Resistance.
The slaad has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The slaad's weapon attacks are magical.
Regeneration.
The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack. The slaad makes three attacks: one with its bite and two with its claws or greatsword.
Bite (Slaad Form Only). Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) [roll1d8+5] piercing damage plus 7 (2d6)
2d6 necrotic damage.
Claws (Slaad Form Only). Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) [roll1d10+5] slashing damage plus 7 (2d6)
2d6 necrotic damage.
Greatsword. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) [roll2d6+5] slashing damage plus 7 (2d6) 2d6 necrotic damage.
Variant: Control Gem
Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) 4d10 psychic damage to the slaad.
Danth - Halfling Apprentice
Spellcasting. Danth is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Danth has the following wizard spells prepared:
Cantrips (at will): acid splash, light, mage hand, poison spray, true strike
1st level (4 slots): burning hands, grease, mage armor, shield
2nd level (3 slots): hold person, misty step, suggestion
3rd level (3 slots): bestow curse, counterspell, stinking cloud
4th level (3 slots): confusion, resilient sphere
5th level (2 slot): geas, mislead
6th level (1 slot): eyebite
Arcane Ward. As an action, Danth may summon a magical ward around him. This ward has 27 hit points. Any damage that would affect Danth instead affects this ward first. Once the ward has reached 0 hit points, Danth is affected by damage again normally.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 ( 1d4+2 ) piercing damage.
Danth is the twin to Pran - two halfling apprentices at the workshop. Danth is a short - even by halfling standards - male halfling with brown hair and blue eyes.
Dasha - Human Apprentice
Spellcasting. Dasha is a 14th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +7 to hit with spell attacks). Dasha has the following wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation, Ray of Frost
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion, scorching ray
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): confusion, greater invisibility, ice storm
5th level (2 slot): cone of cold, dominate person
6th level (1 slot): chain lightning
7th level (1 slot): prismatic spray
Empowered Evocation. Dasha adds her Intelligence modifier (+3) to one damage roll to any evocation spell she casts. Potent Cantrip. Dasha's damaging Cantrips affect even creatures that avoid the brunt of the Effect. When a creature succeeds on a saving throw against her cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional Effect from the cantrip.
Actions
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 ( 1d4+2 ) piercing damage.
Dasha is an elderly human female - and likely the next of Dada Dedek's apprentices to become a slaad.
Dondera - Drow Apprentice
Spellcasting. Dondera is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): burning hands, mage armor, protection from good and evil, shield
2nd level (3 slots): acid arrow, alter self, flaming sphere
3rd level (3 slots): bestow curse, lightning bolt, sleet storm
4th level (3 slots): faithful hound, greater invisibility, wall of fire
5th level (1 slot): telekinesis
Transmuter's Stone. Dondera uses her transmuter's stone to give herself additional movement of 10' per round.
Actions
Mace. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 ( 1d4+2 ) bludgeoning damage.
Dondera has short, white hair and eyes so red they almost glow. Her coal-black skin shimmers in the light.
Pran - Halfling Apprentice
Spellcasting. Pran is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Pran has the following wizard spells prepared:
Cantrips (at will): chill touch, light, mage hand, poison spray, ray of frost
1st level (4 slots): charm person, color spray, expeditious retreat, fog cloud
2nd level (3 slots): blindness/deafness, blur, mirror image, web
3rd level (3 slots): blink, dispel magic, slow
4th level (3 slots): black tentacles, dimension door, stoneskin
5th level (2 slot): animate objects, passwall
6th level (1 slot): guards and wards
Portent. Pran may replace a d20 rolls for either herself or any creature within she can see. She may do this twice per day.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 ( 1d4+2 ) piercing damage.
Pran is one of two halfling twins in the service of Dada Dedek. She has long brown hair and crystal green eyes.
Quhpede, Grey Slaad CR: 9
STR
17 +3
DEX
17 +3
CON
16 +3
INT
13 +1
WIS
8 -1
CHA
14 +2
Shapechanger.
The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting.
The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components.
At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image
2/day each: fear, fly, fireball, tongues
1/day: plane shift (self only)
Magic Resistance.
The slaad has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The slaad's weapon attacks are magical.
Regeneration.
The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack.
The slaad makes three attacks: one with its bite and two with its claws or greatsword.
Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
1d6+3 piercing damage.
Claws (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3)
1d10+3 slashing damage.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
2d6+3 slashing damage.
Variant: Control Gem
Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) 4d10 psychic damage to the slaad.
Rudolfi - Human Apprentice
Spellcasting Rudolfi is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Rudolfi knows the following spells from the wizard's spell list:
- 0-level (Cantrip) light — mage hand — shocking grasp
- 1-level (4 slots) charm person — magic missile
- 2-level (3 slots) hold person — misty step
Actions
Quarterstaff Melee Weapon Attack: +1 to hit, reach 5ft, one target. Hit: 3 1d8-1 bludgeoning damage.
Rudolfi is a young, ruddy-faced apprentice of Dedek Mraz. The young boy has grand fantasies of one day being as powerful as the archmage himself, but does not have the stomach to take the same path.
Vexen - Tiefling Apprentice CR: 8
STR
10 +0
DEX
17 +3
CON
14 +2
INT
12 +1
WIS
10 +0
CHA
17 +3
Vexen has the following spells available to her, as per a sorcerer of 8th level:
Cantrip: Acid Splash, Dancing Lights, Poison Spray, Ray of Frost
1st: Earth Tremor, Fog Cloud, Grease, Mage Armor
2nd: Dust Devil, Gust of Wind, Hold Person
3rd: Dispel Magic, Lightning Bolt, Fly
4th: Black Tentacles, Greater Invisibility
Infernal Legacy. Vexen knows the Thaumaturgy cantrip. She may cast the Hellish Rebuke spell as a 2nd-level spell once. She can cast the Darkness spell once. Spellcasting. Spell save DC = 14; Spell Attack modifier = +6
Actions
Dagger. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) 1d6+3 piercing damage.