Kuo-toa Whip

Medium Aberration, Neutral Evil
MM'24

AC 11

HP 45 (7d8 + 14)

Speed 30 ft., swim 30 ft.

STR

14 (+2)

Save +2

DEX

10 (+0)

Save +0

CON

14 (+2)

Save +2

INT

12 (+1)

Save +1

WIS

14 (+2)

Save +2

CHA

11 (+0)

Save +0

Skills Perception +6, Religion +3

Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 16

Languages Undercommon

CR 1

Traits

Amphibious. The kuo-toa can breathe air and water.

Sunlight Sensitivity. While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.

Actions

Pincer Staff. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape 12). Until the grapple ends, the kuo-toa can't make Pincer Staff attacks.

Conjure Slimy Glob. Ranged Attack Roll: +4, range 60 ft. Hit: 9 (3d4 + 2) Acid damage.