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Kuo-toa Archpriest
- STR
- 16 (+3)
- DEX
- 14 (+2)
- CON
- 16 (+3)
- INT
- 13 (+1)
- WIS
- 16 (+3)
- CHA
- 14 (+2)
The kuo-toa can breathe air and water.
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.
The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:
Cantrips (at will): guidance, sacred flame, thaumaturgy
Level 1 (4 slots): detect magic, sanctuary, shield of faith
Level 2 (3 slots): hold person, spiritual weapon
Level 3 (3 slots): spirit guardians, tongues
Level 4 (3 slots): control water, divination
Level 5 (2 slots): mass cure wounds, scrying
Actions
The kuo-toa makes two melee attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
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Source: Monster Manual (2014), p. 200 - Licenses and attribution