Kuo-toa Whip
Medium Aberration, Neutral EvilAC 11
HP 45 (7d8 + 14)
Speed 30 ft., swim 30 ft.
STR
14 (+2)
Save +2
DEX
10 (+0)
Save +0
CON
14 (+2)
Save +2
INT
12 (+1)
Save +1
WIS
14 (+2)
Save +2
CHA
11 (+0)
Save +0
Skills Perception +6, Religion +3
Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 16
Languages Undercommon
CR 1
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 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.