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Chainsaw Hobbit
2011-12-28, 10:14 PM
NOTE: If you intend on joining my drow-themed PBP game (http://www.giantitp.com/forums/showthread.php?p=12439079#post12439079), stop reading now! This is not intended for your eyes.

Kuo-Toa
Vomited from the bowls of Far Realm, these hideous fish-men lurk in the freezing black pools of the Underdark, torturing lesser creatures in tribute to their terrifying alien gods.

Kuo-toa are amphibious Underdark-dwelling humanoids that resemble a cross between a fish, a frog, and a man. They reside in bleak slime-drenched cities in the depths of the Underdark, where they are supported by legions of possessed slaves, which they routinely torture and sacrifice to appease the dark deities such as Cthulhu and Dagon.

The kuo-toa mind is truly alien. They think in ways that we cannot comprehend, and they - in turn - cannot comprehend the way we think. Their morals and ethics are nonsensical, just as ours must surely be to them.

Aboleth Subjects: It is not uncommon for kuo-toa to blive under the rule of aboleths. They will treat their ruler with almost as much respect as they do their gods, and will readily die for them.

Treasured Eggs: In drow cities, kuo-toa eggs are delicacy. Well-off drow will pay handsomely for these slimy green spheres, each batch of which costs lives to bring to the city. Treasure hunters will delve into kuo-toa to retrieve the eggs, risking a thousand sickening deaths. A single batch can keep a lucky merchant rich for years.

Madness: Madness, to the kuo-toa, is a contagious disease. It stays dormant for years, decades, or centuries, then surfaces driving many of the kuo-toa into an incurable state of psychotic dementia, that spreads from one fish-man to the next. When a kuo-toa shows signs of the disease, it is killed immediately, to prevent the madness spreading to other kuo-toa.

It is the job of the clergy to weed out mad kuo-toa. They are trined in the difficult art of resisting the madness, but when they become mad, they fall even deeper into delirium.

To create a mad kuo-toa, give an existing kuo-toa the following trait:

Blind Blood-Lust
When the kuo-toa ends its turn, if it started its turn bloodied, and did not attack a living creature during its turn, it takes 5 damage. In addition, the kuo-toa gains a +5 bonus to damage rolls while bloodied.


Wretched Kuo-Toa Level 5 Minion Brute
Medium Abberant Humanoid - xp 50
HP 1; a missed attack never damages a minion
AC 17; Fortitude 17; Reflex 14; Will 15
Initiative +2
Speed 6, Swim 4
Perception +3
- - - - - - - - - -
Traits
Slippery
Whenever the kuo-toa provokes an attack of opportunity, it can make a saving throw. If it succeeds, the attack of opportunity is cancelled.
- - - - - - - - - -
Standard Actions
m Sticky Slam (weapon) At-Will
Attack: Melee 1 (one creature); +10 vs AC
Hit: 15 damage.
- - - - - - - - - -
Triggered Actions
Maddening Mind (psychic) At-Will
Trigger: The kuo-toa is hit by an attack that targets Will.
Effect: The triggering creature must make a saving throw. If they fail, they take 1d6 psychic damage and grant combat advantage (save ends both).
- - - - - - - - - -
Skills Stealth +7
Str 20 Dex 10 Wis 12
Con 18 Int 10 Cha 6
Alignment Evil
Languages Deep Speech


Kuo-Toa Fighter Level 5 Soldier
Medium Abberant Humanoid - xp 200
HP 50 Bloodied 25
AC 20; Fortitude 18; Reflex 17; Will 19
Initiative +2
Speed 6, Swim 4
Perception +3
Resist 5 psychic, 5 cold, 5 fire; Vulnerable 5 lightning
- - - - - - - - - -
Traits
O Imposing Presence Aura 1
Enemies within the aura are marked.
Slippery
Whenever the kuo-toa provokes an attack of opportunity, it can make a saving throw. If it succeeds, the attack of opportunity is cancelled.
- - - - - - - - - -
Standard Actions
m Spear (weapon) At-Will
Attack: Melee 1 (one creature); +12 vs AC
Hit: 1d10 + 10 damage, and the target takes a -2 penalty to Reflex Defence (save ends).
M Impale (weapon) Recharge 6
Attack: Melee 1 (one creature); +9 vs Reflex
Hit: 1d10 + 15 damage, and the target is slowed and takes ongoing 5 damage (save ends both).
- - - - - - - - - -
Triggered Actions
Maddening Mind (psychic) At-Will
Trigger: The kuo-toa is hit by an attack that targets Will.
Effect: The triggering creature must make a saving throw. If they fail, they take 1d6 psychic damage and grant combat advantage (save ends both).
- - - - - - - - - -
Skills Stealth +7
Str 20 Dex 10 Wis 12
Con 18 Int 10 Cha 6
Alignment Evil
Languages Deep Speech


Kuo-Toa Priest Level 6 Controller
Medium Abberant Humanoid - xp 250
HP 57 Bloodied 28
AC 19; Fortitude 17; Reflex 15; Will 19
Initiative +3
Speed 6, Swim 4
Perception +7
Resist 5 psychic, 5 cold, 5 fire; Vulnerable 5 lightning
- - - - - - - - - -
Traits
O Unsettling Whispers Aura 1
Enemies within the aura grant combat advantage.
Slippery
Whenever the kuo-toa provokes an attack of opportunity, it can make a saving throw. If it succeeds, the attack of opportunity is cancelled.
- - - - - - - - - -
Standard Actions
m Tentacle Arm At-Will
Attack: Melee 2 (one creature); +11 vs AC
Hit: 1d10 + 9 damage, and the target must make a saving throw to avoid falling prone.
M Rend At-Will
Attack: Melee 1 (one prone creature); +10 vs Fortitude
Hit: 1d10 + 15 damage, and the target cannot get up (save ends).
Miss: 15 damage.
R Vile Adhesive (arcane, acid) At-Will
Attack: Ranged 10 (one creature); +10 vs Reflex
Hit: 1d10 + 9 acid damage, and the target is slowed (save ends).
- - - - - - - - - -
Triggered Actions
Maddening Mind (psychic) At-Will
Trigger: The kuo-toa is hit by an attack that targets Will.
Effect: The triggering creature must make a saving throw. If they fail, they take 1d6 psychic damage and grant combat advantage (save ends both).
- - - - - - - - - -
Skills Stealth +8
Str 20 Dex 10 Wis 18
Con 18 Int 10 Cha 6
Alignment Evil
Languages Deep Speech


Kuo-Toa Ripper Level 6 Brute
Medium Abberant Humanoid - xp 250
HP 72 Bloodied 36
AC 17; Fortitude 17; Reflex 13; Will 15
Initiative +3
Speed 6, Swim 4
Perception +4
Resist 5 psychic, 5 cold, 5 fire; Vulnerable 5 lightning
- - - - - - - - - -
Traits
O Terror Aura 1
Whenever an enemy starts their turn within the aura, they must make a saving throw. If they fail, they take a -2 penalty to attack rolls until the start of their next turn.
Slippery
Whenever the kuo-toa provokes an attack of opportunity, it can make a saving throw. If it succeeds, the attack of opportunity is cancelled.
- - - - - - - - - -
Standard Actions
m Nasty Claw At-Will
Attack: Melee 1 (one creature); +11 vs AC
Hit: 1d10 + 20 damage.
M Finish Em' Off At-Will
Attack: Melee 1 (one bloodied creature); +13 vs AC
Hit: 3d10 + 15 damage.
- - - - - - - - - -
Triggered Actions
Maddening Mind (psychic) At-Will
Trigger: The kuo-toa is hit by an attack that targets Will.
Effect: The triggering creature must make a saving throw. If they fail, they take 1d6 psychic damage and grant combat advantage (save ends both).
Adhesive Blood (psychic) At-Will
Trigger: The kuo-toa is hit by a melee attack.
Effect: The triggering creature is slowed until the end of their next turn.
- - - - - - - - - -
Skills Stealth +8
Str 22 Dex 10 Wis 12
Con 25 Int 10 Cha 6
Alignment Evil
Languages Deep Speech