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Kuo-Toa

Kuo Toa CR: 1/4

Medium humanoid (kuo-toa), neutral evil
Armor Class: 13 (natural armor, shield)
Hit Points: 18 (4d8) 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 1d20+4
Senses: darkvision 120 ft., passive Perception 14
Languages: Undercommon
Challenge Rating: 1/4

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 1d20+3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) 1d4+1 piercing damage.   Spear. Melee or Ranged Weapon Attack: +3 1d20+3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:4 (1d6+1) 1d6+1 piercing damage, or 5 (1d8+1) 1d8+1 piercing damage if used with two hands to make a melee attack.   Net. Ranged Weapon Attack: +3 1d20+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.

Kuo-Toa Whip CR: 1

Medium humanoid (kuo-toa) , neutral evil
Armor Class: 11 (natural armor)
Hit Points: 65 (10d8+20) 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 1d20+6 , Religion +4 1d20+4
Senses: darkvision 120 ft., passive Perception 16
Languages: Undercommon
Challenge Rating: 1

The Kuo-Toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 1d20+4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:   1st Level (3 slots) Bane, Shield of Faith 

At will: Cantrips:  Sacred Flame, Thaumaturgy 


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

Multiattack. The kuo-toa makes two attacks: one with its bite and one with its pincer staff.    Bite. Melee Weapon Attack: +4 1d20+4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) 1d4+2 piercing damage.    Pincer Staff. Melee Weapon Attack: +4 1d20+4 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) 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 CR: 6

Medium humanoid (kuo-toa), neutral evil
Armor Class: 13 (natural armor)
Hit Points: 97 (13d8+39) 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 1d20+9 , Religion +6 1d20+6    
Senses: darkvision 120 ft., passive Perception 19 
Languages: Undercommon
Challenge Rating: 6

The Kuo-Toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 1d20+6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:   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 

At will: Cantrips: Guidance, Sacred Flame, Thaumaturgy


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

Multiattack. The kuo-toa makes two melee attacks.    Scepter. Melee Weapon Attack: +6 1d20+6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) 1d6+3 bludgeoning damage plus 14 (4d6) 4d6 lightning damage.    Unarmed Strike. Melee Weapon Attack: +6 1d20+6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) 1d4+3 bludgeoning damage. 


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