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Monster

Kuo-toa

Medium Humanoid · Neutral Evil

Monster Manual Page 199
Armor Class 13
Hit Points 18 (4d8)
Speed Walk 30 ft., Swim 30 ft.
CR 1/4
STR 13 +1
DEX 10 +0
CON 11 +0
INT 11 +0
WIS 10 +0
CHA 8 -1

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 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 () checks that rely on sight.

Actions

Bite

Melee Weapon Attack +3 to hit, reach 5 ft., one target. 3 () Piercing damage.

Spear

Melee or Ranged Weapon Attack +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 () Piercing damage, or 5 () 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. The target is . 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 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.
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