Armor Class
13
Kuo-toa
Medium Aberration · Neutral Evil
Hit Points
18 (4d8)
Speed
Walk 30 ft., Swim 30 ft.
CR
1/4
Traits
Amphibious
The kuo-toa can breathe air and water.
Sunlight Sensitivity
While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
Actions
Spear
Melee or Ranged Attack +3, reach 5 ft. or range 20/60 ft. 5 () Piercing damage.
Sticky Net (1/Day)
DEX Save DC 10, one Large or smaller creature the kuo-toa can see within 15 feet.
Failure: The target has the condition until the net is destroyed (AC 10; HP 5; Immunity to Bludgeoning, Poison, and Psychic damage). A creature can take an action to make a DC 10 Strength () check to free itself or another creature in a net within 5 feet, destroying the net on a success.
Failure: The target has the condition until the net is destroyed (AC 10; HP 5; Immunity to Bludgeoning, Poison, and Psychic damage). A creature can take an action to make a DC 10 Strength () check to free itself or another creature in a net within 5 feet, destroying the net on a success.
Reactions
Sticky Shield
{@actTrigger} A creature misses the kuo-toa with a melee attack roll using a weapon. DSTR Save DC 11, the triggering creature.
Failure: The attack's weapon sticks to the kuo-toa's shield. If the target doesn't let go of the weapon, the target has the condition while the weapon is stuck (escape DC 11). While stuck, the weapon can't be used. The target can take an action to make a DC 11 Strength () check, freeing the weapon on a success.
Failure: The attack's weapon sticks to the kuo-toa's shield. If the target doesn't let go of the weapon, the target has the condition while the weapon is stuck (escape DC 11). While stuck, the weapon can't be used. The target can take an action to make a DC 11 Strength () check, freeing the weapon on a success.