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:
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.