Kuo Toa PC

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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 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 Names

The syllables naturally formed by the kuo-toa's fish like mouths are often difficult for other races to pronounce. To others they may sound like a person speaking with water in their mouth. There is no gender difference in kuo-toa names.

Names: Bahurlgagoop, Dilgoonleth, Luglugmonploop, Quolp-Ool, Viboolkugoorg

Kuo-Toa Traits

Your kuo-toa character gains the following characteristics.

Ability Score Increase. Your Strength, Constitution, and Wisdom scores each increase by 1.

Age. The kuo-toa age a bit faster than humans, reaching maturity at age 7 and living around half a century

Alignment. The unpredictable nature of kuo-toa faith leads them toward chaotic alignments.

Size. Kuo-toa range from a little over 4 and a half to just barely over 5 feet tall, and weigh on average 120 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Language. You can speak, read, and write Undercommon.

Amphibious. You can breathe air and water.

Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Very Keen Senses. You have proficiency in the Perception skill and add double your proficiency bonus instead of your normal proficiency bonus.

Otherworldly Perception. Creatures within 30 feet of you gain no bonus from being invisible and you can see into the ethereal plane out to the same distance.

Natural Armor. When wearing no armor, your armor class is equal to 11 + your Dexterity modifier.

Kuo-Toa Racial Feats

Fish Oil

Your body secretes various substances that have some useful properties.

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have advantage on ability checks and saving throws made to avoid or escape a grapple.
  • During a long rest, you can produce enough sticky substance to coat one shield or piece of armor. A creature wearing or wielding the sticky object gains the Sticky reaction described below. The object remains coated until the end of your next long rest.

Sticky. When a creature misses you with a melee weapon attack, you use your sticky item to catch the weapon. The attacker must succeed on a Strength saving throw equal to 8 + your proficiency modifier + your Constitution modifier, or the weapon becomes stuck to the item. 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 Strength check against the same DC and succeeding.

My God is an Awesome God

You have a special connection to a divine power whether it is one commonly worshiped by your people or one of your own creation.

  • You learn one cantrip of your choice from the cleric spell list.
  • You learn one 1st level and one 2nd level spell from the cleric spell list. You can cast each spell once per long rest and always cast them at the lowest level.
  • Wisdom is your spellcasting ability for these spells.
  • Your relationship with your god may change or you may find a new god. After a long rest, you may swap the spells gained from this feat with new spells from the cleric spell list.
 

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