Kuo-Toa Archpriest
Medium humanoid (kuo-toa), neutral evil
Armor Class 13 (natural armor)
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 (2,300 XP)
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:
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Cantrips (at will): guidance, sacred flame, thaumaturgy
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1st level (4 slots): detect magic, sanctuary, shield of faith
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2nd level (3 slots): hold person, spiritual weapon
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3rd level (3 slots): spirit guardians, tongues
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4th level (3 slots): control water, divination
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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.