Kuo-Toa WhipMedium humanoid (kuo toa)
Amphibious. The kuo-toa can breathe air and water.
Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
Spellcasting. The kuo-toa whip uses Divinity (Wis) to cast spells (spell save Difficulty 12, +4 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Bite (1/turn). Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 4 (1d4 + 2) piercing damage.
Pincer Staff (1/turn). Melee Weapon Attack: +4 to hit, reach 2 m. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape Difficulty 12). Until this grapple ends, the kuo-toa can’t use its pincer staff on another target.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.