Kuo-toa
Kuo-toa
Medium humanoid (kuo-toa), neutral evilMedium humanoid (kuo-toa), neutral evil- You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
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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.
[b]Amphibious.[/b] The kuo-toa can breathe air and water.
[b]Otherworldly Perception.[/b] 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.
[b]Slippery.[/b] The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
[b]Sunlight Sensitivity.[/b] 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 or Ranged Weapon Attack: +3 to hit, reach 5 ft. orrange 20f/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 5ft/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.
REACTIONSSticky 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.
[b]Bite.[/b] Melee Weapon Attack: [+3] to hit, reach 5 ft. , one target. Hit: 3 ([1d4 + 1]) piercing damage.
[b]Spear.[/b] Melee or Ranged Weapon Attack: [+3] to hit, reach 5 ft. or
range 20f/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.
[b]Net.[/b] Ranged Weapon Attack: [+3] to hit, range 5ft/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.
[b]REACTIONS[/b]
[b]Sticky Shield.[/b] 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.
Legendary Actions
Details
Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes.Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons.
In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes.
Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons.
In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments.
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