Monster
Kuo-toa Archpriest
Official reference · MM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 13 (natural armor)
- Hit points
- 97 (13d8 + 39)
- Speed
- Walk 30 ft., Swim 30 ft.
- Challenge rating
- 6
- Alignment
- Neutral Evil
- Strength
- 16
- Dexterity
- 14
- Constitution
- 16
- Intelligence
- 13
- Wisdom
- 16
- Charisma
- 14
- Passive Perception
- 19
- Skills
- perception: +9; religion: +7
- Senses
- darkvision 120 ft.
- Languages
- Undercommon
Traits
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.
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.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
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:
Spell slots: 0: spells: guidance, sacred flame, thaumaturgy; 1: slots: 4; spells: detect magic, sanctuary, shield of faith; 2: slots: 3; spells: hold person, spiritual weapon; 3: slots: 3; spells: spirit guardians, tongues; 4: slots: 3; spells: control water, divination; 5: slots: 2; spells: mass cure wounds, scrying