False Appearance.
While the trapper is attached to a ceiling,
floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor. or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature} check can discern its presence.
Spider Climb.
The trapper can climb difficult surfaces, including
upside down on ceilings, without needing to make an
ability check.
Smother.
One Large or smaller creature within 5 feet of the
trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way. the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.
Low Cunning.
The xvart can take the Disengage action as a bonus action on each of its turns.
Raxivort's Blessing.
When the xvart reduces an enemy to O hit points, the xvart gains 4 temporary hit points.
Raxivort's Tongue.
The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.
Innate Spellcasting.
The xvart's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no
material components:
At will: detect magic, mage armor (self only)
Spellcasting. The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11 , +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation
1st-2nd level (2 2nd-level slots): burning hands, expeditious retreat,invisibility, scorching ray
Scimitar.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Low Cunning.
The xvart can take the Disengage action as a bonus
action on each of its turns.
Overbearing Pack.
The xvart has advantage on Strength (Athletics)
checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated.
Raxivort's Tongue.
The xvart can communicate with ordinary
bats and rats, as well as giant bats and giant rats.
Shortsword.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Sling.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.
Low Cunning.
The xvart can take the Disengage action as a bonus
action on each of its turns.
Overbearing Pack.
The xvart has advantage on Strength (Athletics)
checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated.
Raxivort's Tongue.
The xvart can communicate with ordinary
bats and rats, as well as giant bats and giant rats.
Shortsword.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Sling.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage.
Transmuter's Stone. The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:
• Darkvision out to a range of 60 feet
• An extra 10 feet of speed while the bearer is unencumbered
Spellcasting.
The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard
spells prepared:
Cantrips (at will): light, mending, prestidigitation, ray of frost
1st level (4 slots): chromatic orb, expeditious retreat,*
mage armor
2nd level (3 slots): alter self,* hold person, knock*
3rd level (3 slots): blink,* fireball, slow*
4th level (3 slots): polymorph,* stoneskin
5th level (1 slot): telekinesis*
*Transmutation spell of 1st level or higher
Quarterstaff.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (ld6-1) bludgeoning damage, or 3 (ld8 - 1)
bludgeoning damage if used with two hands.
Amphibious.
The kuo-toa can breathe air and water.
Otherworldly Perception.
The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
Slippery.
The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity.
While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Spellcasting.
The kuo-toa is a lOth-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:
Cantrips (at will): guidance, sacred flame, thaumaturgy
lst level (4 slots): detect magic, sanctuary, shield of faith
2nd level (3 slots): hold person, spiritual weapon
3rd level (3 slots): spirit guardians, tongues
4th level (3 slots): control water, divination
5th level (2 slots): mass cure wounds, scrying
Multiattack.
The kuo-toa makes two melee attacks.
Scepter.
Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6)
lightning damage.
Unarmed Strike.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.