Kuo-Toa
Medium Humanoid
(Kuo-Toa)
, Neutral Evil
• Armor Class: 13
• Hit Points: 18 (4d8)
• Speed: 30 ft., swim 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
13 (+1) |
10 (+0) |
11 (+0) |
11 (+0) |
10 (+0) |
8 (-1) |
• Skills:
Perception +4
• Senses:
darkvision 120 ft.
• Languages:
Undercommon
• Challenge:
1/4 (50 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.
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.