KUO-TOAIllus. by J. ZhangKUO-TOAKuo-toas are fishlike humanoids that dwell in the deepestoceans and subterranean seas. Alien and sinister, thesecreatures harbor dark secrets, simmering insanity, andunreasoning xenophobia.This section presents five kuo-toas that serve as examplesof this bizarre culture. It also expands on kuo-toa society,providing glimpses of the madness that boils within thetwisted social order of these monstrous creatures.Kuo-toas are described beginning on page 163 of the<strong>Monster</strong> <strong>Manual</strong>.CRAZED KUO-TOAThis fishlike humanoid’s eyes bulge out, and it shrieks as it chargesyou. It swings a massive stone club as if the weapon were as lightas a toothpick.Crazed Kuo-Toa CR 3Often CE Medium monstrous humanoid (aquatic)Init +1; Senses darkvision 60 ft., keen sight; Listen +4,Spot +9Languages Kuo-ToanAC 17, touch 11, flat-footed 16(+1 Dex, +6 natural)hp 33 (4 HD); death rageImmune mind-affecting spells and abilities, paralysis, poisonResist electricity 10, slipperyFort +4, Ref +5, Will +3Weakness light blindnessSpeed 20 ft. (4 squares), swim 50 ft.Melee greatclub +7 (1d10+4)Space 5 ft.; Reach 5 ft.Base Atk +4; Grp +7Atk Options Power AttackAbilities Str 17, Dex 12, Con 17, Int 9, Wis 8, Cha 8SA death rageSQ amphibiousFeats Alertness B , Power Attack, ToughnessSkills Escape Artist +9, Listen +4, Search +3, Spot +9,Swim +11Advancement by character class; Favored Class barbarianPossessions greatclubKeen Sight (Ex) Crazed kuo-toas can spot moving objectsor creatures that are invisible or ethereal. Only byremaining perfectly still can such objects or creaturesavoid notice.Death Rage (Ex) A crazed kuo-toa that has 10 or fewer hitpoints gains a +2 bonus on melee attack rolls and meleedamage rolls.Slippery (Ex) Crazed kuo-toas secrete an oily film. Webs,magical or otherwise, don’t affect crazed kuo-toas,and they can usually wriggle free from most forms ofconfinement.Light Blindness (Ex) Blinded for 1 round in daylight, thendazzled when still in daylight.Madness plagues the kuo-toas. Owing to centuries of inbreedingand dedication to a perverse deity, a large number ofkuo-toas are mentally unstable. Some kuo-toas slide overinto utter lunacy, turning into murderous creatures. Crazedkuo-toas are no larger than their fellows, but their mentalillness makes them animalistic, giving them abnormal might,agility, and resilience.Kuo-toa whips use their crazed underlings as disposableshock troops. In some cases, however, a leader exiles theinsane to areas just outside the main settlement, leavingthem to fend for themselves. The crazed kuo-toas arethen no longer a strain on the community’s resources,but they still act as that settlement’s outermost ringof defense.Strategies and TacticsCrazed kuo-toas hurl themselves at their enemies, heedlessof safety. They use Power Attack at its maximum,reducing their commitment to this tactic only when itbecomes evident it’s costing them the opportunity todraw blood.94Crazed kuo-toaCrazed Kuo-Toas with Class LevelsCrazed kuo-toas rarely survive long enough to advancein a class, but those that do advance as barbarians.Barbarian is considered an associated class for a crazedkuo-toa.Level Adjustment: +3.
KUO-TOA EXALTED WHIPA red flush suffuses this fishlike humanoid, and armor crafted fromseashells covers its form. It bares its sharp teeth in hatred. One handclutches an odd staff with a lobsterlike claw at the top; the otherdances in the complicated gestures of spellcasting.Kuo-Toa Exalted Whip CR 7Always NE Medium monstrous humanoid (aquatic)Init +5; Senses darkvision 60 ft., keen sight; Listen +15,Spot +19Aura aquatic might (60 ft.)Languages Aquan, Kuo-Toan, UndercommonAC 25, touch 11, flat-footed 24(+1 Dex, +5 armor, +9 natural)hp 85 (10 HD); DR 5/good; strength in numbersImmune paralysis, poisonResist electricity 10, slipperyFort +8, Ref +9, Will +13Weakness light blindnessSpeed 20 ft. (4 squares), swim 50 ft.; aquatic escapeMelee +1 pincer staff +17/+12 (1d10+7 plus grapple)orMelee mwk dagger +16/+11 (1d4+5)Ranged mwk light crossbow +14 (1d8+2/19–20)Space 5 ft.; Reach 5 ft. (10 ft. with pincer staff)Base Atk +10; Grp +13Atk Options Power Attack, smite 1/day (+4attack, +8 damage)Special Actions lightning bolt, rebuke undead 5/day(+4, 2d6+10, 8th), rebuke water creatures or turnfire creatures 5/day (+4, 2d6+10, 8th), spontaneouscasting (inflict spells)Cleric Spells Prepared (CL 8th):4th—air walk, infl ict critical wounds D (+13 meleetouch, DC 19), divine power, poison (+13 meleetouch, DC 19)3rd—bestow curse (+13 melee touch, DC 18),contagion D (+13 melee touch, DC 18), cure seriouswounds, dispel magic, protection from energy2nd—bull’s strength, cure moderate wounds, fog cloud D ,hold person (DC 17), spiritual weapon1st—bless, command (DC 16), cure light wounds, doom(DC 16), obscuring mist D , protection from good,sanctuary (DC 16)0—create water (2), cure minor wounds (2), detect magic (2)D: Domain spell. Deity: Blibdoolpoolp. Domains:Destruction, Water.Abilities Str 16, Dex 12, Con 18, Int 14, Wis 20, Cha 14SA aura of aquatic might, lightning bolt, spells, rebukeundead, rebuke water creatures, smite, spontaneouscasting, turn fire creaturesSQ amphibious, divine talentFeats Alertness B , Combat Casting, Improved Initiative, PowerAttack, Weapon Focus (pincer staff)Skills Concentration +14 (+17 casting defensively),Diplomacy +9, Escape Artist +9, Intimidate +10,Knowledge (religion) +10, Listen +15, Search +6, SenseMotive +10, Spot +19Advancement by character class; Favored Class clericPossessions +1 seashell armor (chain shirt), +1 pincer staff,masterwork dagger, masterwork light crossbow with 20bolts, cloak of resistance +1, phylactery of faithfulnessKeen Sight (Ex) As the crazed kuo-toa.Aura of Aquatic Might (Su) All evil aquatic creatures within60 feet of a kuo-toa exalted whip, including the creatureitself (included in statistics), gain a +2 bonus on attackrolls and damage rolls. Any evil aquatic creature withinrange that is reduced to fewer than 0 hit points can makea single ranged attack or melee attack as an immediateaction. The effects of multiple auras of aquatic might donot stack.Strength in Numbers (Su) A kuo-toa exalted whip drawsstrength from fellow kuo-toas. At the start of each of itsturns, an exalted whip heals a number of hit points equalto the number of kuo-toas within 15 feet of itself.Slippery (Ex) As the crazed kuo-toa.Light Blindness (Ex) As the crazed kuo-toa.Aquatic Escape (Su) Once per day, as a swift action, a kuotoaexalted whip can touch a body of water to travel upto 1 mile to another body of water, transporting up to100 pounds of other creatures and equipment per HitDie with itself. Each body of water must fill a 5-footsquare and be at least 3 feet deep. The destination mustbe located in a place the exalted whip has physicallyvisited before.Lightning Bolt (Su) An exalted whip can work with otherwhips to create a stroke of lightning; see MM 164.Divine Talent (Ex) Kuo-toa exalted whips cast spells, gaingranted powers from domains, and rebuke undead as8th-level evil clerics.Kuo-toaexalted whipIllus. by W. EnglandKUO-TOA95
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MONSTERS BY CRMonsterCRTirbana eyew
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INTRODUCTIONMelee masterwork longsw
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peaceful harmony of Arcadia. Certai
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to rob, harass, and murderinnocent
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investigate, approaching from diffe
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oots close in on their targets, she
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and ogres view Dalmosh as the ultim
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in the nearby mountainsand collecte
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it. It fearlessly combines Dodge, M
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Sample EncountersCarnage demons are
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Acid Spray (Ex) Whenever a draudnu
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in a puff of smoke and brimstone an
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as long as possible. A solamith tha
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Taking the plant as a sign of the r
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Strategies and TacticsA gulthir has
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erinyes and other devils that have
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of devil flesh. The night hag stitc
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DRAGONS OF THEGREAT GAMESurvivors o
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Strategies and TacticsChorranathau
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- Page 53 and 54: ECOLOGYIt is said that when a minio
- Page 55 and 56: Portal Predator (EL 16): An etherea
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- Page 81 and 82: Sample EncountersA forest haunt wai
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- Page 103 and 104: SAMPLE ENCOUNTERMerchurions are rar
- Page 105 and 106: Mind flayers of Thoon have a vastly
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- Page 113 and 114: Special Qualities: A Thoon thrall r
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- Page 125 and 126: Eberron (the Inspired, the dragons,
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- Page 131 and 132: Type: Animal and vermin base creatu
- Page 133 and 134: SAMPLE ENCOUNTERRuin chanters are s
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- Page 137 and 138: A harridan has little interest in t
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Slinger scorpions cannot attack in
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ut these constructs are passive unt
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Like drow, shaedlings are a true ra
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abilities on foes whose will is wea
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ECOLOGYSiege beetles require ample
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Bone Shard (Su) A skull lord’s sp
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Though a bonespur is of limited int
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difficult for foes to follow, such
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Typical Physical Characteristics:Wh
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attacks of opportunity and does not
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tied to Juiblex or are of potential
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any enemies not affected by its ind
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of the plane. They are sometimes ca
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If a Thrym hound eats voraciously f
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arcane spellcaster level of 5th, an
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driving the colony to conquer popul
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SOCIETYTirbanas are disciplined and
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1. River (EL 1-2): The river moves
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Environment: Bladerager trolls are
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Tusk terrors mate seasonally. A pai
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turlemoi are happy to acquiesce to
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Lashemoi are the drudge workers, lo
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Environment: Ushemoi preferforests
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vampire or spawn is under the Black
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THE RED WIDOWFrom out of nowhere, a
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Widow, the vampire cornered her in
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and they are forced to scramble for
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Skills Vinespawns have a +8 racial
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ECOLOGYVivisectors do notconsume th
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The Wild Hunt sends the bravest her
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IMPROVED TOUGHNESSA creature that h
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overcoming damage reduction. When i
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The DR entry starts by denoting amo
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Fast Healing (Ex): A creature that
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Incorporeal Subtype: Some creatures
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—8-sided Hit Dice; good Reflex an
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—Not subject to flanking.—Some
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Creature SizesSize AC/Attack Grappl
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Swarms do not threaten creatures, a