Kuo-ToaMedium 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.
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Bite. Melee Weapon Attack: +3 to hit, reach 1 m. Hit: 3 (1d4 + 1) piercing damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 1 m. or range 3/10 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: +2 to hit, range 1/3 m., one Large or smaller creature. Hit: The target is restrained. A creature can use an action to make a DC 10 Brawn 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.
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 10 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 using an action to make a DC 10 Brawn check and succeeding.
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