Kuo-Toa WhipMedium humanoid (kuo toa)
- 1 (200 XP)
Amphibious. The kuo-toa can breathe air and water.
Dashing Strike. If the kuo-toa whip uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Otherwordly Perception. The kuo-toa can sense the presence of any creature within 9 meters 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.
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 2 mana, a mana limit of 1, regains its mana when it finishes a short or long rest, and 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.
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 1.5 m. Hit: 4 (1d4 + 2) piercing damage.
Pincer Staff. Melee Weapon Attack: +4 to hit, reach 3 m. 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.