Kuo-ToaMedium humanoid (kuo toa)
- ¼ (50 XP)
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.
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.
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.