Kuo-toa and Sahuagin
While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
Whenever a melee attack misses the kuo-toa, DC 11 STR save or the attacker's weapon sticks to the kuo-toa's shield. Not letting it go gives Grappled.
- •Spear.1d8+1.
- •Net Throw.
(Range 3) DC 10 DEX save or become Restrained.
While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
- •Pincer Staff.
(Range 2) 2d6+2. DC 12 DEX save or become Restrained.
- •Slime Glob.
(Range 12) 3d4+2.
- •Shield of the Faithful.
Give Medium Armor to an ally.
- •Spectral Jaws (x2).1d8+1
- •Blessing of Sekolah.
Heals an ally for 2d4 and they gain advantage on their next save.
- •Clutches of Sekolah.
(Concentration) DC 12 WIL save or become Incapacitated.
While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
- Bone Whip (x2).
(Range 2) 2d6+6. The target can't make Opportunity Attacks until the start of the kuo-toa's next turn.
The sahuagin has Advantage on attack rolls against a creature that is Bloodied.
Sharks are friendly to the sahuagin and obey their every command.
When the sahuagin takes Piercing or Slashing damage, enemies within 1 space of it must make a DC 14 STR save or gain 1 Wound.
- Trident (x3).1d8+4
While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
- •Scepter (x2).
(Range 12) 3d8+3.
- •Shield of the Faithful.
Give Medium Armor to an ally.
- •Waves of Destruction (1 use).
Enemies within 6 spaces makes a DC 14 STR save or take 5d6 damage and become Prone, half damage on save.