Kuo-toa Archpriest

Medium Aberration, Neutral Evil
Initiative +2 (12)
AC 13
HP 105 (14d8 + 42)
Speed 30 ft., Swim 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
16
+3
+3
Dex
14
+2
+2
Con
16
+3
+3

Int
13
+1
+1
Wis
16
+3
+3
Cha
14
+2
+2

Skills Perception +9, Religion +4
Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 19
Languages Undercommon
CR 6 (XP 2 300; PB +3)

Traits

Amphibious. The kuo-toa can breathe air and water.

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

Actions

Multiattack. The kuo-toa makes three Strange Scepter attacks.

Spellcasting. The kuo-toa casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14):

At will: Detect Magic, Thaumaturgy
1/day each: Destructive Wave, Divination, Hold Monster (level 6 version), Scrying, Tongues

Strange Scepter. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 120 ft. Hit: 20 (5d6 + 3) Lightning damage.

Bonus actions

Shield of Faith (2/Day). The kuo-toa casts Shield of Faith, using the same spellcasting ability as Spellcasting.

Kuo-toa archpriests lead kuo-toa communities by interpreting omens and messages from their strange gods. They wear grotesque ceremonial regalia honoring their deities. Archpriests channel their faith into spells to support their followers.
Habitat: Coastal, Underdark
Treasure: Relics
Monster Manual 2024

  1. DnD 5.5 Monsters › Kuo-toa Archpriest
Kuo-toa Archpriest