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Kuo-Toa

The Kuo-Toa

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.    

Mad Slaves

At the height of the Illithid Empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the Illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad.   Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are The Drow, which have slain the kuo-toa on sight since the days when the two races first met.
   

God Makers

  Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical.   One of the most revered gods of the kuo-toa is Blibdoolpoolp The Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god.   Kuo-toa that cross paths with an Aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends.      

Theocratic Rulers

  Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest's children, and their primary role in kuo-toa society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life.   The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them.    

Kuo-Toa Gear

  Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons.   In general, kuo-toa don't like the weight of armour on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewellry made from scavenged bones, shells, pearls, gems, and carapace fragments.

Basic Information

Anatomy

Humanoid, Kuo-Toa:

Dietary Needs and Habits

Omnivore.

Additional Information

Perception and Sensory Capabilities

  • Darkvision 120ft, and 
  • Passive Perception 14

Civilization and Culture

Major Language Groups and Dialects

"They invent their own gods... The very definition of Insanity"   -Sabal Mizzrym of XNONA
Genetic Descendants
Origin/Ancestry
Humanoid (Kuo-Toa)

Variant: Kuo-Toa

  A Kuo-toa monitor has a challenge rating of 3 (700XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom Modifier to its Armour Class (AC 13), loses the spellcaster trait, and replaces the whip's action options with the following action options.   Multiattack: The kuo-toa makes one bite attack and two unarmed strikes.   Bite: Melee Weapon Attack: +6 To Hit, Reach 5ft, One Target, Hit: 4 (1D4+2) Piercing Damage.   Unarmed Strike: Melee Weapon Attack: +6 To Hit, Reach 5ft, 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.

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Articles under Kuo-Toa


Kuo-Toa CR: 1/4 (50XP)

Medium humanoid (kuo-toa), neutral evil
Armor Class: 13 (Natural Armour & Shield)
Hit Points: 18 (4D8)
Speed: 30ft Swim: 30ft

STR

13 +1

DEX

10 +0

CON

11 +0

INT

11 +0

WIS

10 +0

CHA

8 -1

Skills: PERCEPTION +4.
Senses: Darkvision 120ft, and Passive Perception 14
Languages: Kuo-Toa & Undercommon

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 ETHERAL 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

BITE:

  MELEE WEAPON ATTACK: +3 TO HIT, REACH 5FT, ONE TARGET. HIT: 3 (1D4+1) PIERCING DAMAGE.    

SPEAR:

  MELEE OR RANGED WEAPON ATTACK: +3 TO HIT, REACH 5FT OR RANGE 20/60 FT, ONE TARGET. HIT: 4 (1D6+1) PIERCING DAMAGE, OR 5 (1D8+1) PIERCING DAMAGE IF USED TWO HANDED TO MAKE A MELEE ATTACK.    

NET:

  RANGED WEAPON ATTACK: +3 TO HIT, RANGE 5/15FT, ONE LARGE OR SMALLER CREATURE. HIT: THE TARGET IS RESTRAINED. A CREATURE CAN USE ITS ACTION TO MAKE A DC 10 STRENGTH CHECK TO FREE ITSELF OR ANOTHER CREATURE IN A NET, ENDING THE EFFECT ON A SUCCESS. DEALING 5 SLASHING DAMAGE TO THE NET (AC 10) FREES THE TARGET WITHOUT HARMING IT AND DESTROYS THE NET.  

Reactions

STICKY SHIELD:

  WHEN A CREATURE MISSES THE KUO-TOA WITH A MELEE WEAPON ATTACK, THE KUO-TOA USES ITS STICKY SHIELD TO CATCH THE WEAPON. THE ATTACKER MUST SUCCEED ON A DC 11 STRENGTH SAVING THROW, OR THE WEAPONS BECOMES STUCK TO THE KUO-TOA’S SHIELD. IF THE WEAPON’S WIELDER CAN’T OR WON’T LET GO OF THE WEAPON, THE WIELDER IS GRAPPLED WHILE THE WEAPON IS STUCK. WHILE STUCK, THE WEAPON CAN’T BE USED. A CREATURE CAN PULL THE WEAPON FREE BY TAKING AN ACTION TO MAKE A DC 11 STRENGTH CHECK AND SUCCEEDING.

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