Kuo-toa Harpooner
Medium natural humanoid (aquatic)
Level 14 Soldier XP 1000
| HP 137; Bloodied 68 | Initiative +12 |
| AC 30, Fortitude 26, Reflex 26, Will 24 | Perception+13 |
| Speed 6, swim 6 | Darkvision |
Traits
Aquatic
The kuo-toa can breathe underwater. In aquatic combat, it gains a +2 bonus to attack rolls against nonaquatic creatures.
Standard Actions
(⚔) Harpoon (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 2d8 + 8 damage, and the kuo-toa grabs the target (escape DC 21). Until the grab ends, the target takes ongoing 5 damage, and the kuo-toa can't make attacks using this harpoon.
➶ Reeling Harpoon (weapon) ✦ At-Will
Attack: Ranged 10 (one creature); +19 vs. AC
Hit: 2d8 + 8 damage, and the kuo-toa makes a secondary attack against the target.
Secondary Attack: +17 vs. Fortitude
Hit: 1d8 + 6 damage, and the kuo-toa pulls the target up to 3 squares.
Move Actions
Slick Maneuver ✦ At-Will
Requirement: The kuo-toa must be adjacent to an enemy.
Effect: The kuo-toa shifts up to 3 squares to another square adjacent to the enemy.
Triggered Actions
⚔ Sticky Shield ✦ At-Will
Trigger: An adjacent enemy misses the kuo-toa with a melee weapon attack.
Attack (Immediate Reaction): Melee 1 (the triggering enemy); +17 vs. Reflex
Hit: The weapon used for the triggering attack drops in the target's space.
Str 17 (+10) Dex 17 (+10) Wis 13 (+8)
Con 17 (+10) Int 13 (+8) Cha 15 (+9)
Alignment Evil Languages Deep Speech
Equipment: slimy light shield, 4 harpoons, leather armor .
Update (9/21/2011)
Updated in Dungeon 193.
Published in Monster Manual, page(s) 172, Dungeon Magazine 158, page(s) 67, 69, Dungeon Magazine 183, Dungeon Magazine 193, Dungeon Magazine 203, Dungeon Magazine 204.