Kuo-Toa
Overview
Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans 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 an 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.Kuo-Toa CR: 1/4 (50 XP)
STR
13 +1
DEX
10 +0
CON
11 +0
INT
11 +0
WIS
10 +0
CHA
8 -1
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
Bite. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 1d4 + 1 piercing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 1d6 + 1 piercing damage, or 1d8 + 1 piercing damage if used with two hands to make a melee attack. Net. Ranged Weapon Attack: +3 to hit, range 5/15 feet, 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.
Kuo-Toa Whip CR: 1 (200 XP)
STR
14 +2
DEX
10 +0
CON
14 +2
INT
12 +1
WIS
14 +2
CHA
11 +0
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. 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 melee attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 1d4 + 2 piercing damage. Whip. Melee Weapon Attack: +4 to hit, reach 10 feet, one target. Hit: 1d4 + 2 slashing damage.
Kuo-Toa Archpriest CR: 6 (2,300 XP)
STR
16 +3
DEX
14 +2
CON
16 +3
INT
13 +1
WIS
16 +3
CHA
14 +2
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. The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:
- Cantrips (at will): guidance, sacred flame, thaumaturgy
- 1st level (4 slots): detect magic, sanctuary, shield of faith
- 2nd level (3 slots): hold person, spiritual weapon
- 3rd level (3 slots): spirit guardians, tongues
- 4th level (3 slots): control water, divination
- 5th level (2 slots): mass cure wounds, scrying
Actions
Multiattack. The kuo-toa makes two melee attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 feet, one target. Hit: 1d4 + 3 piercing damage. Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 feet, one target. Hit: 1d6 + 3 bludgeoning damage plus 4d6 lightning damage.
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