
Attributes
Kuo-Toa
Size
Medium
Monster Race
Humanoid (kuo-toa)
Alignment
Neutral Evil
Armor Class
13 (natural armor, shield)
Hit Points
18 (4d8)
Speed
6m, swim 6m
Attributes
STR
13 (+1)
DEX
10 (+0)
CON
11 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (-1)
Features
Skills
Perception +4
Senses
Darkvision 24m, passive Perception 14
Languages
Undercommon
Challenge
1/4 (50 XP)
Abilities
Amphibious
The kuo-toa can breathe air and water.
Otherworldly Perception
The kuo-toa can sense the presence of any creature within 6m 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.
Actions
Bite
Melee Weapon Attack: +3 to hit, reach 1m, one target. Hit: 3 (1d4 + 1) piercing damage.
Spear
Melee or Ranged Weapon Attack: +3 to hit, reach 1m or range 4/12m, 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 1/3m, 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.
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 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.