Does the Kuo-toa’s Sticky Shield reaction work on natural weapons?

As the title says, the Kuo-toa creature has a reaction that can catch weapons. I’m curious if it works on natural weapons like bites and punches. Here is the text in question.

Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa’s shield. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.

What feats and class features can grant a half-orc monk natural attacks?

I want to play a half-orc monk who specializes in combining unarmed strikes with natural attacks. By monk, I mean I’d at least like the character to be enough of a monk so that he benefits from the special abilities AC bonus and flurry of blows.

Are there class features or feats that enable my dream of a serene master of fist, tusk, and claw?

Ways to extend my natural (non-weapon) reach?

I have a character who has taken Inhuman Reach from Lords of Madness and Deformity (Tall) from Book of Vile Darkness, and is two levels away from warshaper 3rd and the morphic reach feature from Complete Warrior. I have the long arm fiendish graft from Fiend Folio. All told, I’ll have a natural reach of 25 feet.

I want more.

What other options—aside from the obvious one of growing in size myself—offer more bonuses to reach? I’m aware of this question seeking ways to increase reach for unarmed strikes only, but again, that’s unarmed strikes only—I want this for everything (and actually the atavist option in the accepted answer is not useful to me, as I’m using claws rather than unarmed strike).

Non-epic 3.5e material (including 3.5e-legal 3e material) from Wizards of the Coast sources and/or Dragon or Dungeon magazine are acceptable. Homebrew and 3rd-party material (including 3rd-party material that licenses the D&D logo) is not. Epic material may be presumed to not exist.

Feats and class features are ideal. Meeting prerequisites may be left as an exercise to the reader, so long as they do not require an epic character or epic stats.

Items are also welcomed for this purpose. Spells and other limited-duration effects (including item effects, for activated items) are only acceptable if they last a day or more. Persistent Spell and other ways of persisting effects are not acceptable. Abusing polymorph any object’s poorly-defined duration rules is also not allowed.

For that matter, turning into another creature with longer reach is not acceptable. I want to add the bonus to my own reach, not turn into something else. Size increases are also unacceptable—I’ll no doubt be doing that too but that’s a separate concern.

Infinite and arbitrary loops, manipulate form, “unleveling,” and outside assistance are all banned as well.

Does Natural Explorer’s double proficiency apply to perception checks while keeping watch?

The Natural Explorer class feature is sort of vague about what skill checks count

When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

I emphasized related to, because it doesn’t say "while in," so I’m wondering whether keeping watch in your favored terrain counts as related to your favored terrain. This could represent something like being more familiar with what’s naturally around, and so you have an easier time spotting what shouldn’t be — i.e. the approaching enemy.

Does it apply?

Are the natural weapon attacks of a Wild Shape creature magical?

The description for Wild Shape declares that the transformation is magical:

Starting at 2nd Level, you can use your action to magically assume the shape of a beast that you have seen before.

Additionally, the Sage Advice Compendium states:

Determining whether a game feature is magical is straightforward. Ask yourself these questions about the feature:

  • Is it a magic item?
  • Is it a spell? Or does it let you create the effects of a spell that’s mentioned in its description?
  • Is it a spell attack?
  • Is it fueled by the use of spell slots?
  • Does its description say it’s magical?

If your answer to any of those questions is yes, the feature is magical.

For the purposes of overcoming resistances to non-magical damage, are the natural weapon attacks of a Wild Shape form considered to be magical?

I understand this question is similar to this question about conjured animals but as the druid is magically transformed by this class feature the answers may differ.

Does a Tortle’s Natural Armor interfere with the Monk’s Unarmored Movement ability?

The Tortle’s Natural Armor ability says:

Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.

The Monk’s Unarmored Movement ability says:

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

The comments on this answer to a related question briefly mention the interaction between Natural Armor and Unarmored Movement, but nothing conclusive is discussed.

It is not clear if Natural Armor counts as worn, or even as armor, for the purposes of the Monk’s Unarmored Movement Ability.

Does a Tortle’s Natural Armor interfere with the Monk’s Unarmored Movement ability?