Kuo-toa Whip

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.

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 (at will): sacred flame, thaumaturgy

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

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. Hit: 4 (1d4 + 2) piercing damage.

Pincer Staff.

Melee Weapon Attack: +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.

Find this creature in the encounter builder

Kuo-toa Whip

Source: Monster Manual (2014), p. 200 - Licenses and attribution