Armor Class
11
Kuo-toa Whip
Medium Humanoid · Neutral Evil
Hit Points
65 (10d8 + 20)
Speed
Walk 30 ft., Swim 30 ft.
CR
1
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 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 () 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. 4 () Piercing damage.
Pincer Staff
Melee Weapon Attack +4 to hit, reach 10 ft., one target. 5 () Piercing damage. If the target is a Medium or smaller creature, it is (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target.