( Underdark, p. 15)


Size: RaceSize object (5)
Base speed: RaceSpeedType object (9) 20 , RaceSpeedType object (8) 50
Strength: +2
Intelligence: +2
Dexterity: +0
Wisdom: +4
Constitution: +2
Charisma: −2
Level adjustment: +3
Space: 5 feet
Reach: 5 feet
Favored Classes: Rogue


Kuo-toas are theocratic fishfolk who dwell in the deep seas and lakes of the Underdark. The clerics of Blibdoolpoolp, called whips, exercise iron control over the population. Second in status to the clerics are the monks, who are known as monitors.

Much of kuo-toan life and society focuses on religion. The church forms the center of every community, both physically and metaphysically. Each kuo-toa city is ruled by a Sunken Council— a group of nine high-level clerics who direct the citizens in their religious observances. Larger kuo-toa settlements usually have ornate churches that sponsor frequent celebrations in honor of their mad deity, whom they call the Sea Mother. A smaller enclave might have only a simple shrine and periodic visits from a low-level priest.

Kuo-toas spend much of their leisure time in the spawning pools. Young kuo-toa hatch in these sheltered pools and spend their first year of life there. Only after their amphibian qualities fully develop can they leave the pools to become full-fledged members of kuo-toan society.


Racial Traits

  • Lightning Bolt (Su): Two or more kuo-toa clerics (whips) operating together can generate a stroke of lightning every 1d4 rounds. The whips must join hands to launch the bolt but need only remain within 30 feet of one another while it builds. The resulting lightning bolt deals 1d6 points of damage per whip, but a successful Reflex save halves this amount (DC 11 + highest Wisdom modifier among the participating whips + number of whips).
  • Adhesive (Ex): A kuo-toa uses his own body oil and other materials to give his shield a finish almost like flypaper, capable of holding fast any creatures or items that touch it. Any creature that makes an unsuccessful melee attack against a kuo-toa must succeed on a Reflex save (DC 11 + kuo-toa's Con modifier), or the weapon sticks to the shield and is yanked out of its wielder's grip. A creature using a natural weapon is automatically grappled if it gets stuck. A kuo-toa requires one hour and special materials costing 20 gp to coat a shield with adhesive, but the secretion remains sticky for up to three days, or until it actually catches something or someone, whichever comes first. Successfully trapping a creature or item uses up the adhesive, so the shield can trap no further creatures or items until its coating is replenished. Pulling a stuck weapon or limb from a shield requires a DC 20 Strength check.
  • Electricity Resistance 10 (Ex): Kuo-toas are naturally resistant to electricity.
  • Immunities (Ex): A kuo-toa is immune to poison and paralysis.
  • Keen Sight (Ex): A kuo-toa has excellent vision, thanks to his two independently focusing eyes. His eyesight is so keen that he 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 a kuo-toa's notice.
  • Slippery (Ex): A kuo-toa secretes an oily film that makes him 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.
  • Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a kuo-toa for 1 round. In addition, he takes a —1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light.
  • Amphibious (Ex): Kuo-toas can breathe both air and water without difficulty and are capable of surviving indefinitely in either environment.
  • Natural Armor Bonus (Ex): A kuo-toa has a +6 natural armor bonus to Armor Class because of his scaly skin.
  • Racial Bonuses: A kuo-toa has a +8 racial bonus on Escape Artist checks and a +4 racial bonus on Search and Spot checks.
  • Weapon Familiarity: A kuo-toa may treat pincer staffs (see Chapter 5: Equipment and Magic Items) as martial weapons rather than exotic weapons.
  • Racial Hit Dice: A kuo-toa character begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
  • Racial Skills: A kuo-toa's monstrous humanoid levels give him skill points equal to 5 × (2 + Int modifier). His class skills are Craft (any), Escape Artist, Knowledge (any), Listen, Move Silently, Search, and Spot.
  • Racial Feats: A kuo-toa's monstrous humanoid levels give him one feat.
  • Automatic Languages: Kuo-Toan, Undercommon, and Aquan. Bonus Languages: Common, Dwarven, Elven, and Serusan (or by character region).