Kuo-toa Whip

Medium humanoid (kuo-toa), Neutral Evil

Armor Class11 (natural armor)
Hit Points65 (10d8 + 20)
Speed30 ft., swim 30 ft.
STRDEXCONINTWISCHA
14 (+2) 10 (+0) 14 (+2) 12 (+1) 14 (+2) 11 (+0)
Saving Throws—
SkillsPerception +6, Religion +5
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., passive Perception 16
LanguagesUndercommon
Challenge1

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 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.

Actions

Multiattack.

The kuo-toa makes two attacks: one with its bite and one with its pincer staff.

Bite.

Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Pincer Staff.

Melee Attack Roll: +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.

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:

Cantrips: sacred flame, thaumaturgy

Level 1 (3 slots): bane, shield of faith