Sources
CR
Type
Size
Alignment
Movement

Kuo-toa Whip

Medium Humanoid (kuo-toa), Neutral Evil

Armor Class 11 (natural armor)
Hit Points 65 (10d8 + 20)
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 +5
Senses darkvision 120 ft., passive Perception 16
Languages Undercommon
Challenge 1 (200 XP)

Traits

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.

Spellcasting

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:

Cantrips (at will): sacred flame, thaumaturgy

1st level (3 slots): bane, shield of faith

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:5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target.

Lore

Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.