Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet 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 Wisdom (Perception) checks that rely on sight.
Spellcasting. The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The kuo-toa has the following sorcerer spells prepared:
Cantrips (at will): mage armor, mind sliver, shape water
1st level (4 slots): absorb elements, arms of hadar, dissonant whispers
2nd level (3 slots): calm emotions, misty step
3rd level (3 slots): counterspell, thunder step
4th level (3 slots): control water, greater invisibility
5th level (2 slots): mass cure wounds, synaptic static
Multiattack. The kuo-toa makes two melee attacks or magic bolt attacks. The kuo-toa can replace one of these attacks with spellcasting.
Fish Bone. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 4) piercing damage plus 8 (2d8) acid damage.
Magic Bolt. Magic Ranged Attack: +8 to hit, range 120 ft., one target. Hit: 10 (2d10) force damage.
Quick Spell (3/day). You can cast a spell with a casting time of 1 action as a bonus action.
Powerful Spell (3/day). When you roll to determine damage for a spell, you can automatically take the highest value for one of the rolls. You can do this after rolling and can pick which roll to use.
Gift of the River (2/day). For 8 hours, up to 7 creatures of your choice are granted a swimming speed of 30 feet and the ability to breathe water.
Comments