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Kuo-toa Whip
- STR
- 14 (+2)
- DEX
- 10 (+0)
- CON
- 14 (+2)
- INT
- 12 (+1)
- WIS
- 14 (+2)
- CHA
- 11 (+0)
The kuo-toa can breathe air and water.
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.
The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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
The kuo-toa makes two attacks: one with its bite and one with its pincer staff.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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.
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Source: Monster Manual (2014), p. 200 - Licenses and attribution