Kuo-toa

Kuo-toa loot ruins and raid communities near their dwellings in the Underdark. Their shields are coated in sticky slime, which they use to disarm their foes, and they employ slimy nets to entrap victims. They usually strive to take their enemies alive and drag captives to their hidden lairs. Most kuo-toa follow the orders of their more powerful leaders out of a combination of faith and fear. In rare cases, a kuo-toa might abandon its community to live as a hermit or wanderer. Such kuo-toa might know much about the Underdark, but they live in fear of the strange gods they forsook.

Kuo-toa: Sunlight Sensitivity.

While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.

Lvl 1/2 sea aberration - Defender
M615
Sticky Shield.

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.

Choose one.
  • Spear..
  • Net Throw.

    (Range 3) DC 10 DEX save or become Restrained.

Lvl 2 sea aberration - Support
624
Choose one.
  • 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.

remixed from Kuo-toa Shieldsman
Lvl 6 sea aberration - Striker
658
  • Bone Whip (x2).

    (Range 2) 2d6+6. The target can't make Opportunity Attacks until the start of the kuo-toa's next turn.

remixed from Kuo-toa Whip
Lvl 11 sea aberration - Ranged
6120
Choose one.
  • 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.

remixed from Kuo-toa Whip