Kryx RPGThemesMonsters

Kuo-Toa Archpriest

Medium humanoid (kuo toa)
Challenge
6 (2,300 XP)

STR
3
DEX
2
CON
3
INT
1
WIS
3
CHA
2

97
13d8+39
13
Fort
+3
Ref
+2
Will
+2
Defense note natural armor

Speed 9.5 m., swim 9 m.
Senses darkvision 35 m., passive Perception 17
Skills Divinity +6, Perception +7
Languages Undercommon

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:

Cantrips (at will): guidance, sacred flame, thaumaturgy

1 mana: comprehend languages, detect magic, sanctuary, shield of faith, spiritual weapon

2 mana: clairvoyance, commune, control water, hold creature, mass heal, spirit guardians

Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Perception checks that rely on sight.

Actions

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.

Underdarkmm