Homebrew, Monster Manual (5e), 2014, Monster Manual (5.5e), 2025
Perception +6, Religion +5
Darkvision 120 ft., Passive Perception 16
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.
Unarmored Defense. The kuo-toa adds its Wisdom modifier to its armor class.
Multiattack. The kuo-toa makes either two Bone Whip attacks or three unarmed strikes.
Bone Whip. Melee Weapon Attack: +5 to hit, reach 10ft, one target. Hit: 5 (1d4 + 3) slashing damage plus 7 (2d6) lightning damage, and the target's speed is reduced by 10 ft.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.
Any climate; Aquatic, coastal, & Underdark terrain.
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