Monster
Kuo-toa Whip
Official reference · XMM · 2024
- Creature type
- Aberration
- Size
- Medium
- Armor class
- 11
- Hit points
- 45 (7d8 + 14)
- 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: +3
- Senses
- Darkvision 120 ft., Truesight 30 ft.
- Languages
- Undercommon
Traits
Amphibious
The kuo-toa can breathe air and water.
Sunlight Sensitivity
While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
Actions
Pincer Staff
Melee Attack: +4, reach 10 ft. Hit: 9 (2d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Until the grapple ends, the kuo-toa can't make Pincer Staff attacks.
Conjure Slimy Glob
Ranged Attack: +4, range 60 ft. Hit: 9 (3d4 + 2) Acid damage.
Shield of Faith (2/Day)
The kuo-toa casts Shield of Faith, using Wisdom as the spellcasting ability.
2/day: Shield of Faith