Kryx RPGThemesMonsters

Kuo-Toa

Medium humanoid (kuo toa)
Challenge
¼ (50 XP)

STR
1
DEX
0
CON
0
INT
0
WIS
0
CHA
−1

18
4d8
13
Fort
+0
Ref
+0
Will
+0
Defense note natural armor, shield

Speed 9 m., swim 9 m.
Senses darkvision 35 m., passive Perception 13
Skills Perception +3
Languages Undercommon

Amphibious. The kuo-toa can breathe air and water.

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.

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

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 1.5 m. Hit: 3 (1d4 + 1) piercing damage.

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 1.5 m. or range 4.5/18 m. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

Net. Ranged Weapon Attack: +3 to hit, range 1.5/4.5 m., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (10 Defense) frees the target without harming it and destroys the net.

Reactions

Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Reflex saving throw, or the weapon becomes stuck to the kuo-toa’s shield. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.

Underdarkmm