Kuo-toa Whip

Medium Aberration, Neutral Evil
Initiative +0 (10)
AC 11
HP 45 (7d8 + 14)
Speed 30 ft., Swim 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
14
+2
+2
Dex
10
+0
+0
Con
14
+2
+2

Int
12
+1
+1
Wis
14
+2
+2
Cha
11
+0
+0

Skills Perception +6, Religion +3
Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 16
Languages Undercommon
CR 1 (XP 200; PB +2)

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 DC 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.

Bonus actions

Shield of Faith (2/Day). The kuo-toa casts Shield of Faith, using Wisdom as the spellcasting ability.

The servants of kuo-toa archpriests, kuo-toa whips—so named for their role in enforcing order among other kuo-toa—lead war bands in carrying out the commands of their superiors. In return for their zeal, these kuo-toa are granted minor magical abilities and pincerlike weapons for subduing foes. In battle, whips drive on other kuo-toa with threats of violence and burbling chants.
Habitat: Coastal, Underdark
Treasure: Relics
Monster Manual 2024

  1. DnD 5.5 Monsters › Kuo-toa Whip
Kuo-toa Whip