Sloopidoop

Out of the Abyss p. 29

Tamaño
Mediano
Tipo
humanoid (kuo-toa)
Alineamiento
neutral malvado
CA
13 (natural armor)
Puntos de golpe
97 (13d8+39)
Velocidad
walk 30 ft., swim 30 ft.
Habilidades
Perception +9, Religion +7
Sentidos
darkvision 120 ft.
Percepción pasiva
19
Idiomas
Undercommon
Desafío
6
Entorno
underdark
FUE
16
+3
DES
14
+2
CON
16
+3
INT
13
+1
SAB
16
+3
CAR
14
+2

Rasgos

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

Acciones

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.

Conjuros

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

Espacios de conjuro

0,4,3,3,3,2

Otros datos

description