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Monster

Kuo-toa Whip

Medium Humanoid · Neutral Evil

Monster Manual Page 200
Armor Class 11
Hit Points 65 (10d8 + 20)
Speed Walk 30 ft., Swim 30 ft.
CR 1
STR 14 +2
DEX 10 +0
CON 14 +2
INT 12 +1
WIS 14 +2
CHA 11 +0

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.
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