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
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