Kuo-Toa ArchpriestMedium humanoid (kuo toa)
- 6 (2,300 XP)
Amphibious. The kuo-toa can breathe air and water.
Dashing Strike. If the kuo-toa archpriest uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Otherwordly Perception. The kuo-toa can sense the presence of any creature within 9 meters 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.
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 14 mana, a mana limit of 3, regains its mana when it finishes a short or long rest, and knows the following spells:
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Multiattack. The kuo-toa makes two melee attacks.
Scepter. Melee Weapon Attack: +6 to hit, reach 1.5 m. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 1.5 m. Hit: 5 (1d4 + 3) bludgeoning damage.