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 | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (0) | 14 (+2) | 12 (+1) | 14 (+2) | 11 (0) |
Skills Perception +6, Religion +4
Senses darkvision 120 ft.
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:
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Cantrips (at will): sacred flame, thaumaturgy
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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.