Armor Class 11
Hit Points 45 (7d8 + 14)
Speed 30 ft., swim 30 ft.
Skills Perception +6, Religion +3
Senses Darkvision 120 ft., Truesight 30 ft., passive Perception 16
Languages Undercommon
Challenge 1
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.
Pincer Staff. m +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 DC 12). Until the grapple ends, the kuo-toa can't make Pincer Staff attacks.
Conjure Slimy Glob. r +4, range 60 ft. Hit: 9 (3d4 + 2) Acid damage.
Monster Manual (2024), p. 190