Monster
Kuo-toa Whip
Official reference · MM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 11 (natural armor)
- Hit points
- 65 (10d8 + 20)
- Speed
- Walk 30 ft., Swim 30 ft.
- Challenge rating
- 1
- Alignment
- Neutral Evil
- Strength
- 14
- Dexterity
- 10
- Constitution
- 14
- Intelligence
- 12
- Wisdom
- 14
- Charisma
- 11
- Passive Perception
- 16
- Skills
- perception: +6; religion: +5
- Senses
- darkvision 120 ft.
- Languages
- Undercommon
Traits
Amphibious
The kuo-toa can breathe air and water.
Otherworldly 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.
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.
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:
Spell slots: 0: spells: sacred flame, thaumaturgy; 1: slots: 3; spells: bane, shield of faith