Sources
CR
Type
Size
Alignment
Movement

Sloopidoop

Medium Humanoid (kuo-toa), Neutral

Armor Class 13 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft., swim 30 ft.
STR
16
+3
DEX
14
+2
CON
16
+3
INT
18
+4
WIS
16
+3
CHA
14
+2
Skills Perception +9, Religion +7
Senses darkvision 120 ft., passive Perception 19
Languages Undercommon, Dwarvish, Elvish
Challenge 6 (2,300 XP)

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

Spellcasting. Sloopidoop is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa 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

Innate Spellcasting. Sloopidoop can innately cast can cast the teleport spell once per day, but the intended destination must be within 30 feet of another society member. This teleport effect can be disrupted (see "Faerzress"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.

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.