Amphibious. Almis Toorval can breathe air and water.
Otherworldly Perception. Almis Toorval can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. He can pinpoint such a creature that is moving.
Slippery. Almis Toorval has advantage on ability checks and saving throws made to escape a grapple.
Sunlight Sensitivity. While in sunlight, Almis Toorval has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Innate Spellcasting (Psionics). Almis Toorval's innate spellcasting ability is Intelligence. he can innately cast the following spells, requiring no components:
At will: Cause Fear, Mind Spike, Hold Person, Suggestion
2/Day: Counterspell, Glibness, Mental Prison, Feeblemind
1/Day: Clairvoyance, Modify Memory, Finger of Death
Amulet of Health. While wearing this amulet, Almis Toorval's Constitution score is 19.
Ring of Regeneration. While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Ring of Spell Turning. While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Ring of Telekinesis. While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.
Almis Toorval's natural blubber gives him resistance to nonmagical Bludgeoning attacks.
Almis Toorval is resistant to all Psychic attacks and cannot be charmed.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) piercing damage.
Unarmed Strike. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1 + Strength Modifier) bludgeoning damage
Pistol. Ranged Weapon Attack: +1 to hit, range 30/90 ft., Hit: 1d10 piercing damage
Sticky Shield. When a creature misses Almis Toorval with a melee weapon attack, Almis Toorval uses his sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to Almis Toorval's body. 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.
Description
Almis Toorval is the crime lord who presides over the Alnwick Bazaar, known to its residents as simply The Bazaar. He runs the Bazaar with a tight fist, observing every exchange and deal made within its walls with a watchful eye. Those who disobey his word are soon found dead. Toorval has immeasurable power and countless contacts among black market merchants and mercenaries. His skill at intimidation and persuasion has made him a greatly feared figure. Toorval has access to an army's worth of hired muscle, professional criminals, skilled assassins, and revenants. He is also a Patron to a select group of trusted Warlocks who grant him their souls and their servitude in exchange for magical abilities.
Almis Toorval is a massive Kuo-Toa, just under 6 feet tall and approximately 450 lbs (204 kilograms). He has a blubbery, paunchy form with stubby limbs. Each limb ends in webbed, four-fingered digits. His broad head has a wide, toothy mouth and a pair of beady, bulging black eyes. Sensory tendrils under his nostrils create the appearance of a moustache. Coating his gray, rubbery skin and piscine scales is a layer of slippery slime that gives his body a glimmering sheen. His scales vary in pigmentation based on their emotional state, such as a dark red when angered and a ghostly white when terrified. A stench of rotten fish is exuded by his body, usually obscured by the smell of exotic cigars and colognes.
Kuo-toa are extremely suspicious as well as duplicitous, betraying trust for their own benefit so long as they believed they could do it successfully. They would easily turn in family members they suspected of crimes to community officials.
A dangerous ability the kuo-toa possess is the contagious nature of their innate madness. Possibly owing to their mental abilities or simply their weak wills, the initial break of a kuo-toa's mind has a 10% chance of causing other gogglers around them to suffer from similar episodes. Even though madness contracted this way was confined to temporary breaks in anyone but the first victim, this was still a very dangerous phenomenon. If not culled or detained quickly, the madness could swiftly infest the entire community, sending it spiraling into chaos, not to mention potentially freeing slaves and killing important leaders.
Lair and Lair Actions
Almis Toorval's lair is his office in the Alnwick Canal District Business Authority building.
This area has no access to natural light, so Toorval's Sunlight Sensitivity should not be in effect.
On Initiative count 20, he can use one of his lair Action Options. Initiative count 20 (losing all ties) means that lair actions happen after any creature whose total for the initiative roll was 20, and before any creature whose initiative roll was 19. He can’t do so while Incapacitated or otherwise unable to take Actions. If surprised, it can’t use one until after its first turn in the Combat. He can only use one lair action per round. He cannot use the same lair action twice in a row.
The lair “rolls” an automatic 20 for initiative. No bonuses are applied. If a player or creature has an initiative roll higher than 20 they’ll go before the lair. Lairs also lose all ties so any creature that rolls exactly 20 will go before the lair action.
Lair Actions:
Toorval can call upon the help of one of his minions.
- Summon 1d3 Thugs
- Summon 1 d3 Revenants
- Summon one Assassin
Toorval can use the Crystal Ball of True Seeing.
Toorval gets advantage for one turn on all ability checks and saving throws.