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.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
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