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 has the Invisible condition or is on the Ethereal Plane. It can pinpoint such a creature that is moving.
Sunlight Sensitivity. While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
Strange Spear. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage.
Sticky Net. Dexterity Saving Throw: DC 10, one Large or smaller creature the kuo-toa can see within 15 Feet. Failure: The target has the Restrained condition until the net is destroyed (AC 10; HP 5; Immunity to Bludgeoning, Poison, and Psychic damage). A creature can use its action to make a DC 10 Strength (Athletics) check to free itself or another creature in a net within 5 feet, destroying the net and ending the effect on a success.
Slippery. Trigger: The kuo-toa has the Grappled condition at the end of a creature's turn. Response: The kuo-toa ends the condition.
Sticky Shield. Trigger: A creature misses the kuo-toa with a melee attack using a weapon. Response-Strength Saving Throw: DC 11, the triggering creature. Failure: The target's weapon it used to make the attack becomes stuck to the kuo-toa's shield. If the target can't or won't let go of the weapon, the target has the Grappled condition while the weapon is stuck (escape DC 11). While stuck, the weapon can't be used. The target can use its action to make a DC 11 Strength (Athletics) check freeing its weapon on a success.