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Homebrew, Monster Manual (5e), 2014, Monster Manual (5.5e), 2025

Kuo-Toa Whip CR: 1

Medium humanoid (kuo-toa), neutral evil
Armor Class: 11 (Natural Armor)
Hit Points: 45 (7d8 + 14) 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 Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Spellcasting. 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:

  • At will: Sacred Flame, Thaumaturgy
  • 2/day: Shield of Faith


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.

Actions

Multiattack. The kuo-toa makes two attacks: one with its bite and one with its pincer staff.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10 ft, one target. 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.

Suggested Environments

Any climate; Aquatic, coastal, & Underdark terrain.


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