Sloopidoop

Out of the Abyss p. 29

Size
Medium
Type
humanoid (kuo-toa)
Alignment
neutral evil
AC
13 (natural armor)
Hit Points
97 (13d8+39)
Speed
walk 30 ft., swim 30 ft.
Skills
Perception +9, Religion +7
Senses
darkvision 120 ft.
Passive Perception
19
Languages
Undercommon
Challenge
6
Environment
underdark
STR
16
+3
DEX
14
+2
CON
16
+3
INT
13
+1
WIS
16
+3
CHA
14
+2

Traits

Amphibious

Sloopidoop can breathe air and water.

Otherworldly Perception

Sloopidoop 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.

Slippery

Sloopidoop has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity

While in sunlight, Sloopidoop has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting

Sloopidoop is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Sloopidoop has the following cleric spells prepared:

  • Cantrips (at will): guidance, sacred flame, thaumaturgy
  • 1st level (4 slots): detect magic, sanctuary, shield of faith
  • 2nd level (3 slots): hold person, spiritual weapon
  • 3rd level (3 slots): spirit guardians, tongues
  • 4th level (3 slots): control water, divination
  • 5th level (2 slots): mass cure wounds, scrying

Actions

Multiattack

Sloopidoop makes two melee attacks.

Scepter

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage.

Unarmed Strike

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Spells

guidance, sacred flame, thaumaturgy, detect magic, sanctuary, shield of faith, hold person, spiritual weapon, spirit guardians, tongues, control water, divination, mass cure wounds, scrying

Spell Slots

0,4,3,3,3,2

Other data

description