THE SHARED REFERENCE Adventurer

Monster

Sloopidoop

Outside your table’s allowed sources

Official reference · OotA · 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
Strength
16
Dexterity
14
Constitution
16
Intelligence
18
Wisdom
16
Charisma
14
Passive Perception
19
Skills
perception: +9; religion: +7
Senses
darkvision 120 ft.
Languages
Undercommon, Dwarvish, Elvish

Traits

Amphibious

Sloopidoop can breathe air and water.

Otherworldly Perception

Sloopidoop 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

Sloopidoop has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity

While in sunlight, Sloopidoop has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

Sloopidoop 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.

Spellcasting

Sloopidoop is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Sloopidoop 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

Innate Spellcasting

Sloopidoop can innately cast can cast the teleport spell once per day, but the intended destination must be within 30 feet of another society member. This teleport effect can be disrupted (see "Faerzress"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.

1/day each: teleport

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