Kuo-toa Whip
Kuo-toa Whip
Kuo-toa Whip Game Tokens
Enhance your tabletop adventures with our free Kuo-toa Whip game tokens at Mistcharter Maps! Download now to bring the eerie depths of the Underdark to life with our detailed and vivid artwork. Whether you're leading a kuo-toa horde or facing them in battle, our tokens will enrich your gaming experience.
Token pack includes 250x250px square and round game tokens.
Kuo-toa Whip Key Stats
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Challenge Rating
1
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Type
Humanoid (Kuo-toa)
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Size
Medium
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Habitat
Coast
Explore our coastal maps for more inspiration. -
AC
11
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HP
97 (13d8 + 39)
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Kuo-toa Whip Introduction
In the dim, echoing caverns beneath the world, where the light of the sun is but a distant memory, there lurks a creature both bizarre and fearsome—the Kuo-toa Whip. As you venture deeper into these subterranean realms, the air grows thick with the scent of brine and decay, a telltale sign that you are nearing the domain of these aquatic denizens. The Kuo-toa Whip, a leader among its kind, stands out with its grotesque, fish-like visage and bulbous, unblinking eyes that seem to pierce through the darkness.
The Kuo-toa Whip is a sight to behold, its slimy, scaled skin glistening in the faint luminescence of the underground fungi. Its body is hunched and sinewy, with webbed hands that clutch a staff adorned with the symbols of its mad faith. This creature is not merely a warrior but a zealot, driven by the fervor of its beliefs and the whispers of its alien gods. Its presence is often heralded by the rhythmic chanting of its followers, a haunting melody that reverberates through the tunnels and sends shivers down the spine of any who hear it.
These creatures dwell in the shadowy depths of the Underdark, a labyrinthine network of caverns and tunnels that stretch for miles beneath the surface. Here, in the oppressive gloom, the Kuo-toa have carved out their own twisted society, worshipping deities of their own making. The Whip serves as both priest and enforcer, maintaining order through fear and fanaticism. Legends speak of their ability to summon forth creatures from the abyss, calling upon the dark powers they revere to aid them in battle.
Beware, for the Kuo-toa Whip is not to be underestimated. Its madness grants it a cunning and unpredictability that can catch even the most seasoned adventurers off guard. Tales are told of those who have ventured into the depths, only to be ensnared by the Whip's insidious traps and illusions. As you stand on the precipice of their realm, remember that you are not just facing a creature, but an entire world of madness and mystery, where the line between reality and nightmare is perilously thin.
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Kuo-toa Whip Skills & Traits
Skills
- Perception: +4
- Religion: +2
Senses
- Darkvision: 120 ft.
- Passive Perception: 14
Languages
- Undercommon
Abilities
- 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.
Actions
- Multiattack: The kuo-toa whip makes two melee attacks, each one with a different weapon.
- Pincer Staff: Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the kuo-toa can't use its pincer staff on another target.
- Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Sticky Shield: The kuo-toa whip can use its reaction to make a melee attack with its shield against a creature that hits it with a melee attack. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13).
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Battle Tips for Kuo-toa Whip
The Kuo-toa Whip is a formidable opponent in any aquatic or subterranean setting. As a Dungeon Master, utilizing the unique abilities and characteristics of the Kuo-toa Whip can create challenging and memorable encounters for your players. Here are some battle tips to effectively use the Kuo-toa Whip in your campaign:
- Leverage Their Spellcasting: The Kuo-toa Whip has access to a variety of spells, including spiritual weapon and guiding bolt. Use these spells to control the battlefield and support other Kuo-toa. The spiritual weapon can provide additional attacks without using an action, while guiding bolt can make it easier for allies to hit a target.
- Utilize Their Leadership Abilities: The Kuo-toa Whip can inspire and lead other Kuo-toa in battle. Position the Whip in a way that maximizes its ability to command and coordinate the actions of its allies, enhancing their effectiveness in combat.
- Exploit Their Amphibious Nature: Kuo-toa are amphibious, allowing them to move seamlessly between water and land. Use this to your advantage by setting battles in environments where they can retreat into water to regroup or ambush players from unexpected angles.
- Coordinate with Other Kuo-toa: When using multiple Kuo-toa, have them work together to overwhelm the players. The Kuo-toa Whip can use its sticky shield ability to disarm players, while other Kuo-toa focus on attacking or restraining the disarmed character.
- Plan Strategic Retreats: If the battle turns against the Kuo-toa, the Whip can use its leadership to organize a strategic retreat. Use the environment to create obstacles for the players, allowing the Kuo-toa to escape and regroup for a future encounter.
By using these tips, you can create dynamic and engaging battles that challenge your players and showcase the unique abilities of the Kuo-toa Whip.
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