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Kuo-toa Whip

Medium aberration, Neutral Evil

Armor Class 11

Hit Points 45 (7d8 + 14)

Speed 30 ft., swim 30 ft.

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

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.

Actions

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.

Source

Monster Manual (2024), p. 190