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Kuo Toa

Kuo-Toa are amphibious humanoids from the Underdark, known for their guttural names and a culture steeped in superstition and theocracy. Once surface dwellers, they adapted to their dark environment, developing unique traits such as amphibiousness and superior darkvision. Their society is organized under religious leaders, and those who leave their clans often do so due to profound personal experiences or disillusionment with their beliefs.

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0% found this document useful (0 votes)
50 views2 pages

Kuo Toa

Kuo-Toa are amphibious humanoids from the Underdark, known for their guttural names and a culture steeped in superstition and theocracy. Once surface dwellers, they adapted to their dark environment, developing unique traits such as amphibiousness and superior darkvision. Their society is organized under religious leaders, and those who leave their clans often do so due to profound personal experiences or disillusionment with their beliefs.

Uploaded by

fishypaladin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Kuo-Toa Kuo-Toa Names

Kuo-Toa are amphibious humanoids who live in the Kuo-Toa names are often guttural and filled with hissing
deepest regions of the Underdark. These fish-like sounds, reflecting their aquatic nature. These names are
creatures are driven by a combination of primeval usually short and can be difficult for surface dwellers to
superstition and cunning, which makes them imposing pronounce.
Male Names: Gloog, Blipp, Zlaarg, Ploog, Vrogg
dwellers of their aquatic environments in the eyes of Female Names: Slooga, Brakka, Gloona, Zippa,
many. Vlakka
Unisex Names: Krogg, Plagg, Zhoop, Fragg, Blipp
Origins and History
The Kuo-Toa, once a thriving surface dweller race, were Breaking from the Clan
pushed underground by eldritch creatures and now live When creating a Kuo-Toa character, consider what
in the lightless caverns of the Underdark. Over ages, might have driven them to part ways with their clan and
their bodies adapted to their new surroundings, and explore other parts of the world. Here are some ideas to
their minds became insane as a result of their desperate inspire your character’s journey:
and lonely existence. The Kuo-Toa’s belief in odd and
often monstrous deities, which stems from their own d4 Reason
illusions, has become the foundation of their culture. 1 You invented a deity that the clan rejected, then were
Their devotion and dedication to faith can bring their cast out for heresy.
bizarre gods to life. 2 A magical artifact showed you the surface world,
sparking immense wanderlust.
Society and Culture 3 An encounter with a powerful entity irreversibly

Kuo-Toa culture is theocratic and highly organized, with shattered your belief in clan deities.

a restricted caste system supervised by priests and 4 A profound psychic event altered your perception,

seers who claim to communicate directly with their causing alienation from your kin.

deities. These religious leaders possess vast spiritual


and political authority, and they often resort to fear and
superstition to keep control. The ordinary Kuo-Toa live
in connected communities, working together to ensure
their survival.

Kuo-Toa
BryanSyme
Kuo-Toa Traits
Ability Score Increase. Your Wisdom score increases by
2, and one other ability score of your choice increases Deep One Rising
pahapasi
by 1.
Age. Kuo-Toa mature quickly, reaching adulthood by the
age of 10, and they can live up to 60 years.
Alignment. Kuo-Toa that leave their clan are usually
neutral, rarely swaying towards either good or evil.
Size. Kuo-Toa are Medium creatures, typically ranging
from 5 to 6 feet tall.
Speed. Your base walking speed is 30 feet.

Superior Darkvision (Optional). You have darkvision


out to a range of 120 feet.
Sunlight Sensitivity. While in sunlight, you have
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Amphibious. You can breathe air and water.

Aquatic Explorer. You have a swimming speed of 30


feet.
Natural Weapons. You can use your sharp teeth to make
unarmed strikes. When you hit with them, the attack
deals 1d4 + your Strength modifier piercing damage.
Slippery. You have advantage on ability checks and
saving throws made to escape a grapple.
Illusory Denial. If you would make a saving throw, you
can choose to make a Wisdom saving throw of the same
DC instead. You can use this ability a number of times
equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Blood Offering. As a reaction to being subjected to a
saving throw, you can bite yourself and suffer 1d4
piercing damage. If you do so, you gain advantage on all
Wisdom saving throws until the end of your next turn.
Once you use this ability, you can’t use it again until you
finish a short or long rest.
Languages. You can speak, read, and write Common
and Undercommon.

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