Medium Humanoid (Kuo-Toa) , Neutral Evil
• Armor Class: 13
• Hit Points: 18 (4d8)
• Speed: 30 ft., swim 30 ft.

13 (+1) 10 (+0) 11 (+0) 11 (+0) 10 (+0) 8 (-1)

• Skills: Perception +4
• Senses: darkvision 120 ft.
• Languages: Undercommon
• Challenge: 1/4 (50 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.


• Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

• Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

• Net: Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. **Reactions**

• Sticky Shield: When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.