Kuo-Toa

Created by SerNurp
Kuo-Toa are a piscine race of warm-blooded amphibious humanoids that dwell within the deepest oceans of the realm. They have humanoid bodies and fish-like heads.

Basic Information

Anatomy

Humanoid

Growth Rate & Stages

Kuo-Toa reach maturity around age 15 and can live up to a 1000 years, but most don't.

Additional Information

Perception and Sensory Capabilities

The Standard 5

Average Height


GenderBase HeightHeight Modifier
Female4' 5"+2d6" (4' 7" - 5' 5")
Male4' 2"+2d6" (4' 4" - 5' 2")

Average Weight


GenderBase WeightWeight Modifier
Female130 lb.+2d6 x 7lb. (144lb - 214lb)
Male110 lb.+2d6 x 7lb. (124lb - 194lb)
Scientific Name
Kuo-Toa
Origin/Ancestry
Kuo-Toan

Kuo-Toa Growth Rate


AdulthoodIntuitiveSelf-TaughtTrained
15 years+1d8 years (16 - 23 years)+3d8 years (18 - 39 years)+6d8 years (21 - 63 years)

Kuo-Toa Growth Stages


YoungMiddle AgeOldVenerableMaximum Age
under 6 years200 years450 years700 years700 + 3d100 years

Kuo-Toa

Ability Score Increase +2 Constitution, +1 (based on subrace)
Size Medium
Speed 30ft Walking speed, 30 feet Swimming speed

Ability Score Improvement – Your Constitution score increases by 2 and you gain +1 to an ability score based on your choice of subrace.   Age – Kuo-Toa reach maturity around age 15 and can live up to a 1000 years, but most don't.   Alignment – Kuo-Toa tend toward chaotic evil. However some, like those who venture beyond the depths are free of Golloptak’s influence.   Type – Kuo-Toa are humanoids with the amphibious subtype.   Size – Kuo-Toa are similar in build to dwarves. Your size is Medium.   Speed – Kuo-Toa have a base speed of 30ft. and they possess a swim speed of 30 ft.   Languages – You can speak, read, and write Common and Undercommon.   Amphibious – You can breathe air and water.   Superior Darkvision – You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Deepwalker – Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.   Slippery – Thanks to the slime-like substance that your skin secretes, you are able to slip from bonds and holds with ease. You gain advantage on ability checks and saving throws made to avoid becoming grappled or restrained.   Sunlight Sensitivity – You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.   Wordwyrd – You are immune to the damage and ill effects produced by glyphs, runes or similar dangers dealing with magical writing.


Subraces

 

Gogglers

  Ability Score Racial Traits – A Goggler increases their Wisdom score by 1.   Otherworldly Perception – As a bonus action, the Goggler can flick a special lens upon their eye that allows them to see beyond the natural realm. For the next hour, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. You can use this ability once per short rest.   Whispered Reality – A Goggler has lost a sense of their self from the pain and mental anguish they have suffered, but from this loss they have learned to see things in a new light, and to create their own reality. You suffer disadvantage against any Madness effect, but you can cast silent image with this trait. Starting at 3rd level, you can cast phantasmal force with it, and starting at 5th level, you can also cast major image with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.  

Whips

  Ability Score Racial Traits – A Whip increases their Strength score by 1.   Bite – Your maw of needle-sharp teeth is a natural weapon which you can use to make unarmed strikes with. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Feeding Frenzy – Whenever you would score a critical hit, you can make an additional attack as a bonus action.