Kuo-toa Heretic

Medium Humanoid (Kuo-toa), Neutral Evil

STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
11 (+0)
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.

Unarmored Defense.

The kuo-toa adds its Wisdom modifier to its armor class.

Actions

Multiattack.

The kuo-toa makes one bite attack and two unarmed strikes.

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing or radiant damage.

Unarmed Strike.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning or radiant damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.

Find this creature in the encounter builder

Kuo-toa Heretic

Source: Chains of Asmodeus, p. 129 - Licenses and attribution