Kassoon

Kuo-toa

Kuo-toa

Medium humanoid (kuo-toa), neutral evilMedium humanoid (kuo-toa), neutral evil
Armor Class 13 (natural armor, shield)13 (natural armor, shield)
[~<13]
+/-/*
Hit Points 18 (4d8)18 ([4d8])
[~1-6]
Speed 30ft., swim 30ft.30ft., swim 30ft.

STR
13 (+1)
DEX
10 (+0)
CON
11 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (-1)

Token URL:
Saving Throws
Skills Perception +4 Perception +4
Damage Vulnerabilities
Damage Resistances -
Damage Immunities
Condition Immunities
Senses
Languages Undercommon Undercommon
PB +2
Challenge 1/4 (50 XP)

[+instructions]

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

[~Hit +2, DC <13, DPR 0-1]

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. 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.

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.

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.

[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.
 
Source Monster Manual, p.199
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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