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Kuo-toa Whip

Kuo-toa Whip Medium humanoid (kuo-toa), neutral evil 1 200 xp

  • Armor class 11 (natural armor)
  • Hit points 65 (10d8 + 20)
  • Speed 30 ft., swim 30 ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Perception +6, Religion +4

Senses: darkvision 120 ft., passive Perception 16

Languages: Undercommon

Challenge: 1 (200 xp)

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 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:

Cantrips (at will): sacred flame, thaumaturgy
1st level (3 slots): bane, shield of faith

Actions

Multiattack. The kuo-toa makes two attacks: one with its bite and one with its pincer staff.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target.

Kuo-toa Archpriest

Kuo-toa Archpriest Medium humanoid (kuo-toa), neutral evil 6 2,300 xp

  • Armor class 13 (natural armor)
  • Hit points 97 (13d8 + 39)
  • Speed 30 ft., swim 30 ft.
  • STR 16 (+3)
  • DEX 14 (+2)
  • CON 16 (+3)
  • INT 13 (+1)
  • WIS 16 (+3)
  • CHA 14 (+2)

Skills: Perception +9, Religion +6

Senses: darkvision 120 ft., passive Perception 19

Languages: Undercommon

Challenge: 6 (2,300 xp)

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 10th-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
1st 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

Actions

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: 5 (1d4 + 3) bludgeoning damage.

Kuo-toa Monitor

Kuo-toa Monitor Medium humanoid, Neutral Evil 3 0 xp

  • Armor class 13 (natural armor)
  • Hit points 65
  • Speed 30ft., swim 30ft.
  • STR 14 (+2)
  • DEX 10 (0)
  • CON 14 (+2)
  • INT 14 (+2)
  • WIS 12 (+1)
  • CHA 11 (0)

Skills: Perception +6, Religion +4

Senses: darkvision 120 ft., passive perception 16

Languages: Undercommon

Challenge: 3 (0 xp)

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.


Unarmored Defense. The kuo-toa adds its Wisdom modifier to its armor class.

Actions

Multiattack. The kuo-toa makes one bite attack and two unarmed strikes.



Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.



Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.

Kuo-toa

Kuo-toa Medium humanoid (kuo-toa), neutral evil 1/4 50 xp

  • Armor class 13 ((natural armor, shield))
  • Hit points 18 (4d8)
  • Speed 30 ft., swim 30 ft.
  • STR 13 (+1)
  • DEX 10 (0)
  • CON 11 (0)
  • INT 11 (0)
  • WIS 10 (0)
  • CHA 8 (-1)

Skills: Perception +4

Senses: darkvision 120 ft., passive Perception 14

Languages: Undercommon

Challenge: 1/4 (50 xp)

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.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

REACTIONS
Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.