Kuo-Toa Archpriest
- Armor Class
- 13 (natural armor)
- Hit Points
- 97 (13d8+39)
- Speed
- 31 ft., swim 30 ft.
- STR 16 (+3)
- DEX 14 (+2)
- CON 16 (+3)
- INT 13 (+1)
- WIS 16 (+3)
- CHA 14 (+2)
- Skills
- Perception +9, Religion +6
- Senses
- darkvision 120 ft., passive Perception 19
- Languages
- Undercommon
- Challenge
- 6 (1,800 XP)
Amphibious. The kuo-toa can breathe air and water.
Otherwordly 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 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:
- Cantrips (at will):
- guidance, sacred flame, thaumaturgy
- 1st level (4 slots):
- detect magic, sanctuary, shield of faith
- 2nd level (3 slots):
- hold person, spiritual weapon
- 3rd level (3 slots):
- spirit guardians, tongues
- 4th level (3 slots):
- control water, divination
- 5th level (2 slots):
- mass cure wounds, scrying
Actions
Multiattack. The kuo-toa makes two melee attacks.
Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.