Kuo Toa (4e Race)

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Kuo Toa[edit]

Loathsome fishmen from the Underdark. Whether highly devout or insane, it's hard to say.

Racial Traits
Average Height: 4'3-4'9
Average Weight: 80-160 lbs
Ability Scores: +2 Dexterity, +2 Strength or Wisdom
Size: Medium
Speed: 6 Squares, Swim 6 squares
Vision: Darkvision
Languages: Common, Deep Speech
Skill Bonuses: +2 Acrobatics, +2 Dungeoneering
Aquatic Origin: You can breathe normally in water. You are considered an aquatic creature for the purpose of effects that relate to creature origin.
Aquatic Combatant: In aquatic combat, you gain a +2 bonus to attack rolls against non-aquatic creatures.
Kuo Toa Weapon Proficiency: You gain proficiency with the spear and longspear.
Slick Maneuver: You can use slick maneuver as an encounter power.


Slick Maneuver Kuo Toa Racial Power
Using your knowledge of the terrain, you move to a more advantageous position near your foe.
Encounter
Move Action Personal
Effect: You shift 4 squares to another square adjacent to a creature.
Special: You must be adjacent to an enemy to use this power.


Kuo-toas live in the Underdark, where they worship dark gods and work toward sinister ends, seeing themselves as superior to all other humanoids. They are at home in water and on land, so they can be encountered in dry caverns as well as subterranean bodies of water. On the edge of underground lakes or seas, kuo-toas build settlements around their shrines. Within these places, priests called whips make up the top caste of kuo-toa society. Kuo-toa monitors are the whips’ agents as well as an elite warrior force that keeps lower ranking kuo-toas in line. Madness taints kuo-toa civilization, and it can spread through a kuo-toa settlement like a disease. The mental disciplines practiced by whips and monitors often protect them from lunacy, but kuo-toa leaders must carefully control and watch the common populace. This madness has caused some kuo-toa communities to disintegrate, leaving behind ruins populated by mad kuo-toas and wandering monsters.

Play a Kuo Toa if you want...

  • To be an enigmatic creature of the depths
  • To have an advantage in the water.
  • To have a primal connection to the spirits of the water
  • to fight without thought, and only let the rush of battle and your instincts drive you.
  • have a fish/lizard-like appearance
  • To be a member of a race that favors the Cleric, Fighter, Ranger, and Rogue classes.
  • To be a member of a race that favors the Avenger, Cleric, Monk, or Seeker classes.

Physical Qualities[edit]

Kuo Toa are scaled and have large eyes. Their scales can be any color but are typically in the green to blue range. Their eyes are almost invariably a shade of yellow. They have large teeth and claws, which are potent weapons.

Kuo-Toas have green, scaly skin, and large, beady, slit-pupil, yellow eyes. Their lower jaws stick out, and lots of large , sharp, teeth point up as well. They often wear, and use only natural materials, but sometimes use metal.

Playing a Kuo Toa[edit]

Kuo-Toas are loathsome fish-people who live in the black seas of the Underdark, building great temples to alien gods. They regard all other races as potential slaves or sacrifices. Kuo-toas range from their settlements to acquire slaves for themselves and sacrifices for their aboleth “gods.” Some kuo-toas escape their depraved society to become slaves, mercenaries, or even leaders among other Underdark races.

Kuo-Toa Characteristics: Fierce, Protective, Fast, Excellent Warriors

Male Names: Rhultirar, Fueryon sventlin, Janikup, Sthyr di ternesj

Female Names: Apzen, Ulhar, Pab, Usjalil pab

Kuo Toa Adventurers[edit]

Three sample Kuo Toa adventurers are described below.

Apzen is a kuo-toa fighter. She rules her own clan of Kuo-Toa after having an argument with her mother and slaughtering her original clan. The only one she kept alive was an old woman named Usjalil pab. She is Apzen's adviser and assistant, as well as an assassin. Apzen thinks the old woman has secretly turned the whole clan against her, and she needs to get away. After six years of searching, she has found a group of adventurers who think like she, fight first, ask questions later.

Rhultirar is a kuo-toa cleric, he is one of the few kuo-toas who is actually good and relatively sane. When he was an infant, he watched his parents get brutally murdered by the leader of his clan. Since then, he decided that he would only fight in the name of Kord, only for good. Though he tries to stay on a light path, sometimes it is hard for him to resist his ferocious nature as the calls of the deep beckon him to madness.

Ulher is a kuo-toa psion, she awakened her psychic powers after an exposure to an odd relic pulled up from the sea floor of her underground home. The relic had symbols on it that the kuo-toa priests identified as elven so she wanders the Underdark as she looks for the surface, so more can be learned about the artifact. Little does she know that the forces of Blibdoolpoolp are also in pursuit of this knowledge and will not let her leave the watery depths alive.


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