13 (natural armor)
97 (13d8+39)
walk 30 ft., swim 30 ft.
Perception +9, Religion +7
darkvision 120 ft.
Undercommon
6
Sloopidoop can breathe air and water.
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.
Sloopidoop has advantage on ability checks and saving throws made to escape a grapple.
While in sunlight, Sloopidoop has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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
Sloopidoop makes two melee attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.