DUMB DECISION TTRPG · Library

Kuo-toa Archpriest

Medium humanoid (kuo-toa), Neutral Evil

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 +7

Senses darkvision 120 ft., passive Perception 19

Languages Undercommon

Challenge 6

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 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.

Source

Monster Manual (2014), p. 200