Page 181 - Monster Manual Expanded III Dragonix
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Kuo-toa Mad One Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage
Medium humanoid (kuo-toa), neutral evil on attack rolls, as well as on Wisdom (Perception) checks that rely on
sight.
Armor Class 13 (natural armor) Actions
Hit Points 78 (12d8 + 24)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
Speed 30 ft., swim 30 ft.
(1d4 + 2) piercing damage plus 3 (1d6) psychic damage.
STR DEX CON INT WIS CHA Innate Spellcasting. The kuo-toa's innate spellcasting ability is
14 (+2) 14 (+2) 14 (+2) 10 (+0) 5 (-3) 15 (+2) Charisma. It can innately cast the following spells (spell save DC 12),
requiring no material components:
Skills Perception +1 At will: detect magic, disguise self, false life, freedom of movement
Damage Resistances psychic
Spellcasting. The kuo-toa is a 7th-level spellcaster. Its spellcasting
Senses darkvision 120 ft., passive Perception 11 ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It
Languages Undercommon
regains its expended spell slots when it finishes a short or long rest. It
Challenge 3 (700 XP) Proficiency Bonus +2
knows the following warlock spells:
Cantrips (at will): eldritch blast, minor illusion, poison spray (2d12)
Aura of Madness. If the kuo-toa isn't incapacitated, a creature that
1st-4th level (2 4th-level slots): crown of madness, dissonant
isn't a kuo-toa that starts its turn within 10 feet of the kuo-toa takes 3
(1d6) psychic damage and has disadvantage on Intelligence, Wisdom, whispers, Evard's black tentacles, enemies abound, fear, hex,
major image, sickening radiance
and Charisma saving throws until the start of its next turn.
Eldritch Scream (Recharges 5-6). The kuo-toa emits a psionic, mind
Amphibious. The kuo-toa can breathe air and water.
twisting scream. Each creature within 30 feet of it that can hear it
Otherworldly Perception. The kuo-toa can sense the presence of any
must succeed on a DC 12 Intelligence saving throw. On a failed save,
creature within 30 feet of it that is invisible or on the Ethereal Plane. the target takes 14 (4d6) psychic damage and suffers the effect of the
It can pinpoint such a creature that is moving. confusion spell without making a saving throw. The effect lasts until
Slippery. The kuo-toa has advantage on ability checks and saving the end of the kuo-toa's next turn. On a successful save, the creature
throws made to escape a grapple. takes half as much damage and isn't confused.
Kuo-toa Priest-King
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Medium humanoid (kuo-toa), neutral evil target. Hit: 5 (1d4 + 3) bludgeoning damage and the creature must
succeed on a DC 15 Constitution saving throw or be stunned until the
Armor Class 16 (scale mail) end of the kuo-toa's next turn.
Hit Points 120 (16d8 + 48)
Spellcasting. The kuo-toa is a 12th-level spellcaster. Its spellcasting
Speed 30 ft., swim 30 ft.
ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The
kuo-toa has the following cleric spells prepared:
STR DEX CON INT WIS CHA
Cantrips (at will): guidance, resistance, sacred flame (3d8),
16 (+3) 14 (+2) 16 (+3) 14 (+2) 18 (+4) 16 (+3)
thaumaturgy, toll the dead (3d8 or 3d12)
1st level (4 slots): bane, command, detect magic
Saving Throws Wis +7, Cha +6
2nd level (3 slots): blindness/deafness, hold person, spiritual weapon
Skills Intimidation +9, Investigation +5, Perception +10, Stealth +5
3rd level (3 slots): dispel magic, spirit guardians, tongues
Senses darkvision 120 ft., passive Perception 19
4th level (3 slots): control water, divination, freedom of movement
Languages Aquan, Common, Undercommon 5th level (2 slots): mass cure wounds, scrying
Challenge 8 (3,900 XP) Proficiency Bonus +3
6th level (1 slot): harm, heroes' feast
Legendary Actions
Amphibious. The kuo-toa can breathe air and water.
Legendary Resistance (1/Day). If the kuo-toa fails a saving throw, it The kuo-toa can take 3 legendary actions, choosing from the options
can choose to succeed instead. below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. The kuo-toa regains spent
Otherworldly Perception. The kuo-toa can sense the presence of any
legendary actions at the start of its turn.
creature within 30 feet of it that is invisible or on the Ethereal Plane.
Move. The kuo-toa moves up to half its speed without provoking
It can pinpoint such a creature that is moving.
opportunity attacks.
Slippery. The kuo-toa has advantage on ability checks and saving Unarmed Strike. The kuo-toa makes an Unarmed Strike.
throws made to escape a grapple. Pincer Staff (Costs 2 Actions). The kuo-toa attacks with its Pincer
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage Staff.
on attack rolls, as well as on Wisdom (Perception) checks that rely Cast a Spell (Costs 1-3 Actions). The kuo-toa uses a spell slot to
on sight. cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so
costs 1 legendary action per level of the spell.
Actions
Reactions
Multiattack. The kuo-toa makes two melee attacks or makes one
melee attack and casts one spell that takes 1 action to cast. Protective Fanatic. When the kuo-toa is hit by an attack, one ally
within 15 feet of the kuo-toa must use its reaction to move up to half
Pincer Staff. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
its speed toward the kuo-toa. If the ally ends its movement within 5
Hit: 6 (1d6 + 3) piercing damage plus 17 (5d6) lightning damage. If
feet of the kuo-toa, it is hit by the attack instead.
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.
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Bestiary

