Kuo-Toa Whip

Medium humanoid (kuo-toa), neutral evil

Armor Class

11 (natural armor)

Hit Points

65 (10d8+20)

Speed

32 ft., swim 30 ft.

STR

14 (+2)

DEX

10 (0)

CON

14 (+2)

INT

12 (+1)

WIS

14 (+2)

CHA

11 (0)

Senses

darkvision 120 ft.

Skills

Perception +6, Religion +4

Languages

Undercommon

Challenge

1 (200 XP)

Amphibious. The kuo-toa can breathe air and water.

Otherwordly Perception. The kuo-toa 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. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:

  • Cantrips (at will): sacred flame, thaumaturgy

  • 1st level (3 slots): bane, shield of faith

Actions

Multiattack. The kuo-toa makes two attacks: one with its bite and one with its pincer staff.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can’t use its pincer staff on another target.

medium
humanoid
cr1
monster-manual