Kuo-Toa Whip
Medium Humanoid
(Kuo-Toa)
, Neutral Evil
• Armor Class: 11
• 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)
• Environments:
Aquatic, Coast
• 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:
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.