# Kuo-Toa
>[!rimg]+
> ![[Placeholder2.png]]
<div class="grid-container"><div class="MON">Kuo-Toa</div>
<div class="CR">CR 2 (600 XP)</div>
<div class="SOU">Monster Manual pg. 163</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
NE Medium Monstrous Humanoid (aquatic)
**Init** +0
**Senses** darkvision 60 ft., motion sight; **Perception** +13
#### defense
**AC** 16, 10 touch, 16 flat-footed (+6 natural)
**hp** 13 (2d10+2)
**Fort** +3, **Refl** +3, **Will** +5
**Feint** 14, **Demoralize** 14
**Defensive Abilities** slippery
**Immune** paralysis, poison; **Resist** electricity 10
**Weakness** light blindness
#### offense
**Speed** 20 ft., swim 50 ft.
**Melee** shortspear +3 (1d6+1/x3), bite -2 (1d4) or bite +3 (1d4+1)
**Space** 5 ft., **Reach** 5 ft.
#### statistics
**Str** 13, **Dex** 10, **Con** 13, **Int** 13, **Wis** 14, **Cha** 8
**BAB** +2, **CMB** +3, **CMD** 13 (21 vs. grapple), **TA** +3, **RTA** +2
**Feats** [[Alertness]]<sup>B</sup>, [[Great Fortitude]]
**Skills** Craft +6 (any one), Escape Artist +10, Perception +13, Stealth +5, Swim +14
**Racial Modifiers** +8 Escape Artist, +4 Perception
**Languages** Aquan, Undercommon
**SQ** amphibious
#### special abilities
### Adhesive (Ex)
Kuo-toas use their own body oil and other materials to create a powerful adhesive that they apply to their shields, holding fast any creatures or items touching them. Any melee attack that misses by 5 or less must succeed at a DC 12 Reflex save, or their weapon is stuck fast. Any attempt to disarm or sunder the kuo-toa's shield must also save or be stuck. Creatures who make a natural attack that misses by 5 or less is automatically grappled, as is any creature struck with a kuo-toa's shield bash. A successful DC 12 Strength check is needed to pry off a stuck weapon, but each attempt provokes an attack of opportunity. Grappled opponents cannot get free without removing the adhesive, or disarming or sundering the kuo-toa's shield. Strong alcohol or universal solvent dissolves the adhesive, and the adhesive becomes inert after one hour. The save DC is Constitution-based.
### Motion Sight (Ex)
Kuo-toa's eyesight is so keen that they can spot a moving object or creature even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creatures avoid their notice. They automatically know the direction of any creature that moves within 60 feet of them. Kuo-toas gain a +10 bonus to Perception checks to see creatures that have moved 5 feet or more within the last round.
### Slippery (Ex)
All kuo-toas secrete an oily film that makes them difficult to grapple or snare. Webs, magic or otherwise, don't affect kuo-toas, and they usually can wriggle free from most other forms of confinement.
#### tactics
Kuo-toa tactics and weapons vary greatly depending upon the training and skills of the individual encountered. A group of kuo-toa fighters usually fights in formation, throwing spears before closing to melee range.
#### ecology
**Terrain** Temperate aquatic
**Organization** Patrol (2–4 plus 1 3rd-level whip), squad (6–11 plus 1 or 2 3rd-level whips, 1 or 2 4th-level monitors, and 1 8th-level fighter), band (20–50 plus 100 noncombatants plus
2 3rd-level whips, 2 8th-level fighters, and 1 10th-level fighter), or tribe (40–400 plus 1 3rd-level whip per 20 adults, 1 4th-level monitor, 4 8th-level fighters, 1 10th-level whip, and 2 10thlevel fighters)
**Treasure** Standard
**Advancement** By character class
The kuo-toas are an ancient line of aquatic humanoids noted for their sinister nature and diabolical tendencies.
Although most individuals shun contact with these loathsome creatures, sometimes avoiding them is simply not possible. Kuotoas know much about long-forgotten, ancient evils dwelling in the deepest parts of the ocean. An average kuo-toa stands roughly 5 feet tall and weighs about 160 pounds.
Although kuo-toas are generally a silver-gray color, their pigmentation changes with their mood. An angry kuo-toa is dark red, while a frightened one becomes pale gray or even white. The air around a kuo-toa carries a strong odor of rotting fish.
### Kuo-Toa Society
Kuo-toas dwell in subterranean communities that are well supplied with pools for recreation and breeding. They spawn as fish do, raising their young in special pools until their amphibian qualities develop (about a year after hatching).
Thanks to the efforts of the whips, virtually all kuo-toas are devoted worshipers of the goddess Blibdoolpoolp, whom they refer to as the Sea Mother. Every kuo-toa community has at least one shrine to the Sea Mother. Larger communities with major temples serve as hubs for clusters of smaller settlements. These are also centers for intergroup trade and politics. Virtually all kuo-toa communities are open to drow and their servants, who provide useful goods and services, although the drow are both feared and hated by the kuo-toas. This enmity leads to many minor skirmishes and frequent kidnappings between the two societies