Page 180 - Monster Manual Expanded III Dragonix
P. 180
Kuo-toa Leviathan has two claws, each of which can grapple only one target.
Huge humanoid (kuo-toa), neutral evil Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target not
grappled by the kuo-toa. Hit: 18 (3d8 + 5) bludgeoning damage. If
Armor Class 14 (natural armor) the target is a creature, it must succeed on a DC 17 Strength saving
Hit Points 168 (16d12 + 64) throw or be knocked prone. If the creature fails its saving throw by 5
Speed 40 ft., swim 50 ft. or more, it is also stunned until the end of its next turn.
Swallow. The kuo-toa makes a Bite attack against a Large or smaller
STR DEX CON INT WIS CHA
creature it is grappling. If the attack hits, the creature is swallowed,
21 (+5) 8 (-1) 19 (+4) 8 (-1) 15 (+2) 8 (-1)
and the grapple ends. The swallowed creature is blinded and
restrained, it has total cover against attacks and other effects outside
Skills Perception +6
the kuo-toa, and it takes 10 (3d6) acid damage at the start of each of
Senses darkvision 120 ft., passive Perception 16 the kuo-toa's turns.
Languages Undercommon
The kuo-toa can have only one creature swallowed at a time. If the
Challenge 9 (5,000 XP) Proficiency Bonus +4
kuo-toa takes 15 damage or more on a single turn from a creature
inside it, the kuo-toa must succeed on a DC 14 Constitution saving
Amphibious. The kuo-toa can breathe air and water. throw at the end of that turn or regurgitate the swallowed creature,
which falls prone in a space within 5 feet of the kuo-toa. If the kuo-
Otherworldly Perception. The kuo-toa can sense the presence of any
toa dies, a swallowed creature is no longer restrained by it and can
creature within 30 feet of it that is invisible or on the Ethereal Plane.
escape from the corpse by using 5 feet of movement, exiting prone.
It can pinpoint such a creature that is moving.
Legendary Actions
Slippery. The kuo-toa has advantage on ability checks and saving
throws made to escape a grapple. The kuo-toa can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage only at the end of another creature's turn. The kuo-toa regains spent
on attack rolls, as well as on Wisdom (Perception) checks that rely
legendary actions at the start of its turn.
on sight.
Move. The kuo-toa moves up to half its speed.
Actions Claw. The kuo-toa makes a Claw attack.
Tail (Costs 2 Actions). The kuo-toa makes a Tail attack.
Multiattack. The kuo-toa makes three melee attacks: one with its
Wave Lash (Costs 3 Actions). The kuo-toa spins violently, whipping
Bite and two with its Claw.
its claws and tail and creating a powerful wave of water to crash
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 around it. Each creature within 20 feet of the kuo-toa must succeed
(3d10 + 5) piercing damage and if the target is a Large or smaller on a DC 17 Strength saving throw. On a failed save, a creature takes
creature, it is grappled (escape DC 15). Until this grapple ends, the 18 (3d8 + 5) bludgeoning damage, pushed up to 15 feet away and be
creature is restrained. knocked prone. On a successful save, the creature takes half as
much damage and isn't pushed or knocked prone. The kuo-toa must
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12
be in water that is at least 15 feet wide and 10 feet deep to use this
(2d6 + 5) bludgeoning damage, and the target is grappled (escape DC
action.
15). Until the grapple ends, the creature is restrained. The kuo-toa
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Bestiary

