{"name":"Kuo-toa","race":"humanoid","profession":"","challenge_rating":"1\/4","proficiency_bonus":"","size":"Medium","languages":"undercommon","alignment":"Neutral Evil","description":"","ideals":"","bonds":"","flaws":"","suggested_environments":"","armor_class":"13","hit_points":"18","strength":"13","dexterity":"10","constitution":"11","intelligence":"11","wisdom":"10","charisma":"8","base_movement":"30","fly_movement":"","burrow_movement":"","hover_movement":"","swim_movement":"30120.e14","climb_movement":"","senses":"darkvision 120 ft., passive Perception 14","skills":"Perception +4","saving_throws":"","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Amphibious. [\/b]The kuo-toa can breathe air and water.\r\n\r\n[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.\r\n\r\n[b]Slippery[\/b]. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.\r\n\r\n[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":"[b]Bite. [\/b]Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.\r\n\r\n[b]Spear. Melee or Ranged Weapon Attack[\/b]: +3 to hit, reach 5 ft. or range 20\/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.\r\n\r\n[b]Net. Ranged Weapon Attack:[\/b] +3 to hit, range 5\/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":"[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":"","lair_description":"","lair_actions":"","regional_effects":"","image_gallery_id":"","source":"","tags":"","isShared":"on","templateId":"3087","blockId":"1131095","world":"3bb16abc-4a10-45fa-bf6b-f0485301baa6","folder":""}