Unlock to Continue Reading

Purchase this content to gain full access. By purchasing this content, you will unlock items for the virtual tabletop as well.

library

Habitat: Coastal, Underdark; Treasure: Relics

The servants of kuo-toa archpriests, kuo-toa whips—so named for their role in enforcing order among other kuo-toa—lead war bands in carrying out the commands of their superiors. In return for their zeal, these kuo-toa are granted minor magical abilities and pincerlike weapons for subduing foes. In battle, whips drive on other kuo-toa with threats of violence and burbling chants.


When the Corpse Moon rises and the Chum-Tide washes in, up rise the Gogglers from their pits beneath the waves. Burbling and noisome they come, fishing night’s shores as we do dawn’s waves.
—Tak Merakin,
harbor master of the Styes


Kuo-toa

Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can’t say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they’ve lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.

Kuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.

Kuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.

Kuo-toa Deities

Kuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.

Lacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.

Kuo-toa Deity Features
1d10 
The Deity's Head Is Like A ...
The Deity's Body Is Like A ...
1
Barnacle
Hermit crab
2
Crab claw
Jellyfish
3
Hagfish
Kuo-toa
4
Moray eel
Mantis shrimp
5
Sea anemone
Merfolk
6
Shark
Plesiosaurus
7
Sunfish
Sea cucumber
8
Tentacle
Ship's figurehead
9
Treasure chest
Squid
10
Viperfish
Whale


Kuo-toa Sanctuaries

Kuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.

Kuo-toa Ritual Sites
1d8 
The Kuo-toa Community Features ...
1
An arena scattered with weapons made from crustacean shells.
2
A gallery of hibernating chuuls.
3
A garden of mussels and tide pool creatures that whisper secrets.
4
A hidden shrine with a patchwork depiction of a new kuo-toa deity.
5
The lavish chamber of an animal or monster said to be prophetic, lucky, or literate.
6
A pool filled with jellyfish, eels, or fish roe that glow in organized patterns.
7
A punishment chamber exposed to the light of the surface.
8
A towering statue of a kuo-toa deity.
They came here from somewhere else and brought with them all the rank and dank of the sunless sea. No one knows what they want, and seems to me, neither do they.
—Trosli Garnetgetter, gnome explorer

Traits

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

Sunlight Sensitivity. While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.

Actions

Pincer Staff. Melee Attack Roll: +4, reach 10 ft. Hit: 9 (2d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Until the grapple ends, the kuo-toa can’t make Pincer Staff attacks.

Conjure Slimy Glob. Ranged Attack Roll: +4, range 60 ft. Hit: 9 (3d4 + 2) Acid damage.

Bonus Actions

Shield of Faith (2/Day). The kuo-toa casts Shield of Faith, using Wisdom as the spellcasting ability.


Kuo-toa Whip

Medium Aberration, Neutral Evil
  • Armor Class 11
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft., Swim 30 ft.
  • Initiative +0 (10)
STR
14 (2)
DEX
10 (0)
CON
14 (2)
INT
12 (1)
WIS
14 (2)
CHA
11 (0)
  • Saving Throws Str +2, Dex +0, Con +2, Int +1, Wis +2, Cha +0
  • Skills Perception 6, Religion 3
  • Senses Darkvision 120 ft., Truesight 30 ft., passive Perception 16
  • Languages Undercommon
  • Challenge 1 (200 XP)
  • Habitat Coastal, Underdark
  • Treasure Relics
  • Amphibious. The kuo-toa can breathe air and water.
  • Sunlight Sensitivity. While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.

Actions


  • Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10 ft., One Target. Hit: (2d6 + 2) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 12). Until the grapple ends, the kuo-toa can’t make Pincer Staff attacks.
  • Conjure Slimy Glob. Ranged Weapon Attack: +4 to hit, reach 60 ft., One Target. Hit: (3d4 + 2) Acid damage.
Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×