Kuo-toa Harpooner - Monsters

Kuo-toa Harpooner
Medium natural humanoid (aquatic)
Level 14 Soldier XP 1000

HP 137; Bloodied 68Initiative +12
AC 30, Fortitude 26, Reflex 26, Will 24Perception+13
Speed 6, swim 6Darkvision

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 ManeuverAt-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 ShieldAt-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.