Kuo-toa Whip
Kuo-toa Whip
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.
Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric
spells prepared:
Cantrips (at will): sacredflame, thaumaturgy
1st level (3 slots): bane, shield of faith
[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.
[b]Spellcasting.[/b] The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric
spells prepared:
Cantrips (at will): [spell]sacredflame[/spell], [spell]thaumaturgy[/spell]
1st level (3 slots): [spell]bane[/spell], [spell]shield of faith[/spell]
Actions
Multiattack. The kuo-toa makes two attacks: one with its bite and one with its pincer staff.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 5 (1 d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target.
[b]Multiattack.[/b] The kuo-toa makes two attacks: one with its bite and one with its pincer staff.
[b]Bite.[/b] Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 ([1d4 + 2]) piercing damage.
[b]Pincer Staff.[/b] Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 5 ([1 d6 + 2]) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target.
Legendary Actions
Details
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