Medium humanoid, neutral evil
- Armor Class
- 13 (natural armor)
- Hit Points
- 97 (13d8 + 39)
- Speed
- swim 30 ft., 30 ft.
- Challenge
- 6 (2,300 XP)
- Skills
- Religion +7, Perception +9
- Senses
- darkvision 120 ft., passive Perception 19
- Languages
- Undercommon
Traits
The kuo-toa can breathe air and water.
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.
The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
The kuo-toa makes two melee attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Spellcasting
The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: