Medium humanoid (kuo-toa), neutral evil

Armor Class 13 (natural armor, unarmored defense)

Hit Points 65 (10d8+20)

Speed 33 ft., swim 30 ft.

14 (+2) 10 (0) 14 (+2) 12 (+1) 14 (+2) 11 (0)

Skills Perception +6, Religion +4

Senses darkvision 120 ft.

Languages Undercommon

Challenge 2 (450 XP)

Amphibious. The kuo-toa can breathe air and water.

Otherwordly 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.

Unarmored Defense. The kuo-toa adds its Wisdom modifier to its armor class.


Multiattack. The kuo-toa makes one bite attack and two unarmed strikes.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can’t take reactions until the end of the kuo-toa’s next turn.