Monster
Kuo-toa
Official reference · MM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 13 (natural armor, shield)
- Hit points
- 18 (4d8)
- Speed
- Walk 30 ft., Swim 30 ft.
- Challenge rating
- 1/4
- Alignment
- Neutral Evil
- Strength
- 13
- Dexterity
- 10
- Constitution
- 11
- Intelligence
- 11
- Wisdom
- 10
- Charisma
- 8
- Passive Perception
- 14
- Skills
- perception: +4
- 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
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Spear
Melee Weapon Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Net
Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.
Reactions
Sticky Shield
When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. 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.