Medium Humanoid (Kuo-Toa), Lawful Evil
Armor Class 19 (natural armor, Unarmored Defense, Bracers of Def)
Hit Points 97 (15d8 + 30)
Speed 40 ft., swim 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
18 (+4)
CHA
8 (-1)
Saving Throws STR +5, DEX +7
Skills Acrobatics +7, Athletics +5, Perception +7, Religion +4
Senses Darkvision 120 ft., Passive Perception 17
Languages Undercommon
Challenge 6 (2,300 XP)
Proficiency Bonus +3

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.

Stunning Strike (1/Turn). When you hit with a melee weapon attack, you can make the target stunned until the end of your next turn if it fails a CON saving throw (DC 15).

Ki-Empowered Strikes. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.

Avoidance. If the creature is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Multiattack. The kuo-toa makes one bite attack and either two unarmed strikes, an unarmed strike and a spear attack, or two spear attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage

Stillness of Mind. You can use an action to end one effect on yourself that is causing you to be charmed or frightened.

Wholeness of Body (1/Day). As an action, you can regain 21 HP.

Bonus Actions

Flurry of Blows. As a bonus action and after you take the Attack action on your turn, you can make two unarmed strikes. In addition to the damage to the target from a strike, you can impose one of the following effects on that target: fall prone if it fails a DEX saving throw (DC 15), get pushed up to 15 ft. if it fails a STR saving throw (DC 15), or it can't take reaction until the end of your next turn.

Patient Defense. You can take the Dodge action as a bonus action on your turn.

Step of the Wind (Recharge 4 - 6). You can take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmed Strike. When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

Reactions

Deflect Missiles. You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 12 (1d10 + 7). If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with a range of 20/60.

Slow Fall. You can use your reaction when you fall to reduce any falling damage you take by 25.

Previous Versions

Name Date Modified Views Adds Version Actions
6/9/2020 2:50:16 AM
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6/16/2020 3:46:59 AM
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Monster Tags: NPC

Environment: Underdark

TheDungeonMathster

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