Kuo-Toa Archpriest

Medium Humanoid (Kuo-Toa) , Neutral Evil
• Armor Class: 13
• Hit Points: 97 (13d8+39)
• Speed: 31 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 13 (+1) 16 (+3) 14 (+2)

• Skills: Perception +9, Religion +6
• Senses: darkvision 120 ft.
• Languages: Undercommon
• Challenge: 6 (2300 XP)
• Environments: Aquatic, Coast

• Amphibious: The kuo-toa can breathe air and water.

• Otherwordly 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.