Kuo Toa PC Race by TehlalTheAllTelling (2024)

Kuo-Toa

“THEY INVENT THEIR OWN GODS ... THE VERY definition of insanity.”

-- Sabal Mizzrym of Menzoberranzan

Kuo-toa are degenerate fish-like humanoids that once inhabited the shores 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 andforced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mentalforce the illithids unleashed against them. By the time the mind flayers abandoned them, their prolongedpsychic subjugation had driven them mad.

Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protectthem against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since 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, their collective subconscious can cause that god to manifest as a physical entity. The form the god takes depends on the inspiration for its divine image, and is usually random or nonsensical.

The most revered god of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head and claws. 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. The archpriest 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'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.

Many weapons of the kuo-toa are designed to capture rather than kill, using nets and pincer staffs (called mancatchers) to trap and immobilize foes.

In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubberyhides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, andcarapace.

Kuo-Toa Names

Kuo-Toa Names.Nogah, Curampah, Shuushar, Ploopploopeen, Bloppblippodd, Glooglugogg, Klibdoloogut

5e Monster

Manual .

Kuo Toa PC Race by TehlalTheAllTelling (1)

Kuo Toa PC Race by TehlalTheAllTelling (2)

Kuo Toa PC Race by TehlalTheAllTelling (3)

Kuo-Toa Traits

Your kuo-toa character has the following racial traits.

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

Age. Kuo-Toa mature quickly, and can live up to 60 years. Many don't make it past 30.

Alignment. Kuo-Toa are commonly bad tempered and xenophobic, generally tending towards evil. Their tribes are organized in a rigid structure ruled by archpriests, and challenging the status kuo is branded as hereticism, but their madness is still difficult to reign in.

Size. Kuo Toa are stocky, standing 5 feet and weighing 160 lbs on average. Your size is Medium.

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

Darkvision. You can see in dim light within 120ft of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color, only shades of gray.

Amphibious. You can breathe air and water.

Kuo-Toa weapon training. The kuo-toa favor weapons designed to catch rather than kill. You are proficient in the use of nets and shields.

Natural Weapons. Your crushing jaws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the damage normal for an unarmed strike.

Otherworldly Perception. You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.

Slippery. You have advantage on ability checks and saving throws made to escape a grapple.

Sunlight Sensitivity. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Languages. You can speak, read, and write Common and Undercommon.

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Kuo Toa PC Race by TehlalTheAllTelling (2024)
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