Kuo-Toa ArchpriestMedium humanoid (kuo toa)
Amphibious. The kuo-toa can breathe air and water.
Otherwordly Perception. The kuo-toa can sense the presence of any creature within 5 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 archpriest’s spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has 6 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:
1 mana: aquatic adaptation, bless, ceremony, comprehend languages, conviction, create or purify water, desiccate, detect evil and good, divine emissary, divine word, ebb and flow, find steed, fog cloud, liquid body, locate water, protection from evil and good, rain, sanctuary, shield of faith, slick skin, tidal break, tidal surge, water jet, water whip
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Scepter. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage, and the target can’t take reactions until the start of its next turn.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 5 (1d4 + 3) bludgeoning damage.
No concoctions, maneuvers, or spells
All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9