Kuo-Toa Whip

Medium Humanoid (Kuo-Toa) , Neutral Evil
• Armor Class: 11
• Hit Points: 65 (10d8+20)
• Speed: 32 ft., swim 30 ft.

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.


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:

• Cantrips (at will): sacred flame, thaumaturgy
• 1st level (3 slots): bane, shield of faith


• 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.