Kuo-Toa stat blocks

Terry Edwards

Registered User
I recently typed up a bunch of kuo-toa for an adventure and thought others might appreciate a quick copy and paste of the work if they have any desire to send their players against the amphibious beasties. I made a couple changes that deserve note: pincer staffs are now pincer tridents so they can be used under water without penalty, I gave all the fighters and the 7th-level whip the exotic weapon proficiency for the pincer trident as a racial bonus feat. I also included stats for summoned monsters and my version of a froghemoth "pet" for the kuo-toa.

KUO-TOA: CR 2; Medium-Size Monstrous Humanoid (Aquatic); HD2d8+2; hp 11; Init +0; Spd 20 ft., swim 50 ft.; AC 17 (+ 6 natural, +1 armor, touch 10, flat-footed 17); Base Atk +2; Grap +3; Atk +3 melee (1d6+1, shortspear) or +3 melee (1d4+1, bite); Full Atk +3 melee (1d6+1, shortspear) and –2 melee (1d4, bite); SA lightning bold, pincer staff; SQ Adhesive, amphibious, immunity to poison and paralysis, keen sight, light blindness, electricity resistance 10, slippery; SV Fort +3, Rif +3, Will +5; Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8.

Possessions-Shortspear, buckler.

Skills-Craft or Knowledge +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9. Feats-Alertness, Great Fortitude

KUO-TOA Ftr1: CR 3; Medium-Size Monstrous Humanoid (Aquatic); HD 1d10 + 2d8+6; hp 21; Init +0; Spd 20 ft., swim 50 ft.; AC 17 (+ 6 natural, +1 armor, touch 10, flat-footed 17); Base Atk +3; Grap +5; Atk +6 melee (1d10+3, pincer trident; reach) or +6 melee (1d4+3, bite); Full Atk +6 melee (1d10+3, pincer trident; reach) and +0 melee (1d4+1, bite); SA lightning bold, pincer trident; SQ Adhesive, amphibious, immunity to poison and paralysis, keen sight, light blindness, electricity resistance 10, slippery; SV Fort +6, Ref +3, Will +5; Str 14, Dex 10, Con 14, Int 13, Wis 14, Cha 8.

Possessions-Pincer trident, shortspear, buckler.

Skills-Craft or Knowledge +4, Escape Artist +8, Jump +5, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9. Feats-Alertness, Exotic Weapon Proficiency (pincer trident)b, Great Fortitude, Weapon Focus (pincer trident).

KUO-TOA Ftr2: CR 4; Medium-Size Monstrous Humanoid (Aquatic); HD 2d10 + 2d8+8; hp 27; Init +0; Spd 20 ft., swim 50 ft.; AC 18 (+ 7 natural, +1 armor, touch 10, flat-footed 18); Base Atk +4; Grap +6; Atk +7 melee (1d10+3, pincer trident; reach) or +7 melee (1d4+3, bite); Full Atk +7 melee (1d10+3, pincer trident; reach) and +1 melee (1d4+1, bite); SA lightning bold, pincer trident; SQ Adhesive, amphibious, immunity to poison and paralysis, keen sight, light blindness, electricity resistance 10, slippery; SV Fort +6, Ref +3, Will +5; Str 15, Dex 11, Con 14, Int 13, Wis 14, Cha 8.

Possessions-Pincer trident, shortspear, buckler.

Skills-Craft or Knowledge +4, Escape Artist +8, Jump +5, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9. Feats-Alertness, Exotic Weapon Proficiency (pincer trident)b, Great Fortitude, Improved Natural Armor, Weapon Focus (pincer trident).


KUO-TOA WHIP, Clr1: CR 3; Medium-Size Monstrous Humanoid (Aquatic); HD3d8+3; hp 17; Init +0; Spd 20 ft., swim 50 ft.; AC 17 (+ 6 natural, +1 armor, touch 10, flat-footed 17); Base Atk +2; Grap +3; Atk +3 melee (1d6+1, shortspear) or +3 melee (1d4+1, bite); Full Atk +3 melee (1d6+1, shortspear) and –2 melee (1d4, bite); SA Spells, lightning bolt, pincer staff; SQ Adhesive, amphibious, immunity to poison and paralysis, keen sight, light blindness, electricity resistance 10, slippery, command undead, destruction (smite +4 atk and dmg) and evil domains (+1 caster level); SV Fort +5, Ref +3, Will +7; Str 13, Dex 10, Con 13, Int 13, Wis 15, Cha 12.

Skills-Concentration +4, Craft or Knowledge +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spot +11, Swim +9. Feats-Ability Focus (lightning bolt), Alertness, Great Fortitude

Spells Prepared (3/3; Base DC = 12 + spell level): 0-create water, guidance, resistance. 1st-cause fear, doom, obscuring mist.

KUO-TOA WHIP, Clr2: CR 4; Medium-Size Monstrous Humanoid (Aquatic); HD4d8+4; hp 22; Init +0; Spd 20 ft., swim 50 ft.; AC 17 (+ 6 natural, +1 armor, touch 10, flat-footed 17); Base Atk +3; Grap +4; Atk +4 melee (1d6+1, shortspear) or +4 melee (1d4+1, bite); Full Atk +4 melee (1d6+1, shortspear) and –1 melee (1d4, bite); SA Spells, lightning bolt, pincer staff; SQ Adhesive, amphibious, immunity to poison and paralysis, keen sight, light blindness, electricity resistance 10, slippery, command undead; SV Fort +6, Ref +3, Will +8; Str 13, Dex 10, Con 13, Int 13, Wis 15, Cha 14.

Skills-Concentration +4, Craft or Knowledge +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spellcraft +4, Spot +11, Swim +9. Feats-Ability Focus (lightning bolt), Alertness, Great Fortitude

Spells Prepared (4/4; Base DC = 12 + spell level): 0-create water, guidance (x2), resistance. 1st-cause fear, doom, obscuring mist, summon monster I.

KUO-TOA WHIP, Clr3: CR 5; Medium-Size Monstrous Humanoid (Aquatic); HD 5d8+5; hp 28; Init +0; Spd 20 ft., swim 50 ft.; AC 17 (+ 6 natural, +1 armor, touch 10, flat-footed 17); Base Atk +4; Grap +6; Atk +6 melee (1d6+3, shortspear) or +6 melee (1d4+3, bite); Full Atk +6 melee (1d6+3, shortspear) and +1 melee (1d4, bite); SA Spells, lightning bolt, pincer staff; SQ Adhesive, amphibious, immunity to poison and paralysis, keen sight, light blindness, electricity resistance 10, slippery, command undead; SV Fort +6, Ref +4, Will +9; Str 14, Dex 10, Con 13, Int 13, Wis 16, Cha 14.

Skills-Concentration +6, Craft or Knowledge +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spellcraft +5, Spot +11, Swim +9. Feats-Ability Focus (lightning bolt), Alertness, Great Fortitude

Spells Prepared (4/4/3; Base DC = 13 + spell level): 0-create water, guidance (x2), resistance. 1st-bane,cause fear*, doom, obscuring mist. 2nd-death knell*, hold person, summon monster II.




GIGLIOPLAHD, KUO-TOA WHIP, Clr7: CR 9; Medium-Size Monstrous Humanoid (Aquatic); HD 9d8+9; hp 40; Init +0; Spd 20 ft., swim 50 ft.; AC 23 (+7 natural, +5 armor, +1 Dex, touch 11, flat-footed 20); Base Atk +7; Grap +9; Atk +11 melee (1d10+3, pincer trident; reach) or +10 melee (1d4+3, bite); Full Atk +11 melee (1d10+3, pincer trident; reach) and +4 melee (1d4+1, bite); SA Spells, lightning bolt, pincer staff; SQ Adhesive, amphibious, immunity to poison and paralysis, keen sight, light blindness, electricity resistance 10, slippery, command undead; SV Fort +8, Ref +5, Will +11; Str 14, Dex 12, Con 13, Int 13, Wis 18, Cha 14.

Skills-Concentration +11, Craft or Knowledge +4, Escape Artist +8, Listen +7, Move Silently +3, Search +8, Spellcraft +11, Spot +11, Swim +10. Feats-Ability Focus (lightning bolt), Alertness, Exotic Weapon Proficiency (pincer trident), Great Fortitude, Improved Natural Armor, Weapon Focus (pincer trident)

Spells Prepared (6/6/4/3; Base DC = 14 + spell level): 0-create water (x2), guidance (x2), resistance, virtue. 1st-cause fear*, divine favor (+2 luck to atk and dmg), doom (x2), monster summoning I, obscuring mist. 2nd-death knell*, hold person (x2), summon monster II. 3rd-contagion, prayer (+1 luck to atk, dmg, skills and saves-enemies –1), summon monster III, wind wall. 4th-control water, divine power (atk +, unholy blight.

Possessions-Masterwork pincer trident, potion of shield of faith +3 (potions are stored in shells with a mucous plug that is sucked off when drank), potion of cure light wounds, +1 scale mail of the deep (multi-hued silvery scales).

Lightning Bolt (Su): Two or more kuo-toa clerics (whips) can generate a stroke of electricity every 1d4 rounds. The whips must join hands to launch the bolt but only need to be within 30 ft. of each other while it builds. The bolt deals 1d6 points of electrical damage per whip but a Reflex save (DC 15 + number of whips) halves the amount.

Adhesive (Ex): Kuo-toas use their own body oil to craft an organic adhesive used on their buckler shields. Anyone who makes an unsuccessful attack against a kuo-toa must succeed on a DC 14 Reflex save or the attacker’s weapon sticks to the shield allowing a free disarm attempt by the kuo-toa (opposed attack rolls, 2-handed weapons +4, light weapons -4) without provoking an attack of opportunity. If the disarm fails the kuo-toa gets another free attempt each successive round on its turn, the weapons wielder may attempt to pull the stuck weapon free with a Strength check (DC 20).

Keen Sight (Ex): Kuo-toas can spot moving object or creature if it is invisible and ethereal.

Light Blindness (Ex): Abrupt exposure to bright light blinds kuo-toas for 1 round. On subsequent rounds they are dazzled (–1 atk, spot and search) while operating in bright light.

Slippery (Ex): The oily film covering a kuo-toa makes them impervious to most forms of confinement including magical and non-magical webs.

Skills: Kuo-toas have a +8 racial bonus on Escape Artist checks and a +4 racial bonus on Spot and Search checks.
A kuo-toa has a +8 racial bonus on any swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

FIENDISH OCTOPUS (summon monster I): CR 1; Small Magical Beast (augmented animal, extraplanar, aquatic; HD 2d8; hp 9; Init +3; Spd 20 ftl, swim 30 ft.; AC 16 (touch 14, flat-footed 13); Base Atk +1; Grap +2; Atk +5 melee (0, arms); Full Atk +5 melee (0, arms) and +0 melee (1d3, bite); SA Improved Grab, smite good (+2 atk and dmg); SQ Ink cloud, jet, low-light vision, darkvision, cold and fire resistance 5, SR 7; SV Fort +3, Ref +6, Will +1; Str 12, Dex 17, Con11, Int 3, Wis 12, Cha 3.

Skills-Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9. Feats-Weapon Finesse.

Improved Grab (Ex): Any size creature, automatic bite damage.

Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet in diameter once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (ex): An octopus can jet backward once per round as a full round action, at a speed of 200 feet. It must move in a straight line but does not provoke attacks of opportunity while jetting.

FIENDISH SHARK (summon monster II): CR 1; medium size magical beast (augmented animal, extraplanar, aquatic); HD 3d8+3; Init +2; Swim 60 ft.; AC 15 (touch 12, flat-footed 13; Base Atk +2; Grap +3; Atk +4 melee (1d6+1, bite); SA Smite good (+3 atk and dmg); SQ Blindsense, keen scent, darkvision, cold and fire resistance 5, SR 8; SV Fort +4, Ref +5, Will +2; Str 13, Dex 15, Con 13, Int 3, Wis 12, Cha 2.

Skills-Listen +6, Spot +6, Swim +9. Feats-Alerness, Weapon Finesse.

Blindsense (Ex): A shark can locate creatures underwater in a 30-foot radius.

FIENDISH SHARK (summon monster III): CR 3; Large Size magical beast (augmented animal, extraplanar, aquatic); HD 7d8+7; Init +6; Swim 60 ft.; AC 15 (touch 11, flat-footed 13; Base Atk +5; Grap +12; Atk +7 melee (1d8+4, bite); SA Smite good (+7 atk and dmg); SQ Blindsense, keen scent, darkvision, cold and fire resistance 5, SR 12, DR 5/magic; SV Fort +8, Ref +7, Will +3; Str 17, Dex 15, Con 13, Int 3, Wis 12, Cha 2.

Skills-Listen +8, Spot +7, Swim +11. Feats-Alerness, Great Fortitude, Improved Initiative.

Blindsense (Ex): A shark can locate creatures underwater in a 30-foot radius.

FROGHEMOTH: CR 9; Huge Aberration (aquatic); HD 16d8+112; hp 188; Init +0; Spd 30 ft., swim 40 ft.; AC 16 (touch 8, flat-footed 8); Base Atk +12; Grap +26; Atk +17 melee (1d8+6, tentacle); Full Atk +17 melee (1d8+6, 4 tentacles), and +14 melee (1d8+3, tongue), and +14 melee (2d6+3, bite); Space/Reach 15 ft.; SA Improved grab, swallow whole; SQ Fire resistance 10, electricity immunity*, darkvision; SV Fort +12, Ref +5, Will +9; Str 22, Dex 10, Con 24, Int 3, Wis 9, Cha 6.

Skills-Listen +9, Spot +9, Swim +8*. Feats-Alertness, Diehard, Endurance, Multiattack, Weapon Focus (tentacle).

SA-Improved Grab (Ex): To use this ability the froghemoth must hit a creature of Large size or smaller with a melee attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent (bite) or transfer the opponent to its mouth on the following round. Transferring an opponent to its mouth is a free action that automatically deals bite damage.

SA-Swallow Whole (Ex): A froghemoth can try to swallow a grabbed opponent that has been transferred to its mouth by making a successful grapple check. Once inside the froghemoth the opponent takes 2d6 points of acid damage per round. A swallowed creature can cut its way out by using a light piercing or slashing weapon to deal 25 points of damage to the stomach (AC 14).

*Electricity Immunity (Ex): A froghemoth takes no damage from electrical attacks, however, if it is the subject of an electrical attack that would deal damage it is slowed for one round as though by the spell of the same name.

*Skills: A froghemoth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 

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