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). 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.
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.