Homebrew Kuo Toa Species Details

A kuo-toa superficially resemble a grotesque cross between a fish and a humanoid. Their stout, stocky bodies are covered in slippery blue or purple scales, with clawed, webbed feet and black nails. Their hands are much more human-like, ending in the blunt nails typical of most humanoid races. Where one would normally expect the neck of a humanoid to be, there is instead the head of a fish, placed as if it had been grafted on. Some kuo-toa will display whiskers similar to those of a catfish, others have fins at the sides or tops of their heads, and a few have a mixture of both. Their bulging eyes are always a sickly yellow color, with a massive black pupil in the center.

In days long past, kuo-toa once dwelled on the shores and islands of the surface world. The kuo-toa were driven deep underground by the humans and their ilk, dooming them to spend eternity in darkness. In their prison of the Underdark, the kuo-toa came into contact with the illithid, and found themselves a new set of oppressors. The illithid subjected the kuo-toa to slavery, condemning thousands to lives as chattel. The kuo-toa were a simple race, and were never intended to bear through the mental strain the illithids' psychic energy placed upon them. Nearly every kuo-toa was driven hopelessly mad and paranoid, and they retain their madness, even long after the mind flayers abandoned them. They invent their own gods in their madness, in a vain effort to protect themselves from the threats they face in their dangerous home.

Kuo-toa revere deities of their own design. Though their gods are not real, if enough kuo-toa fervently believe in a deity, their subconcious minds have a strange way of combining their power and manifesting that deity as a physical entity. Among the most revered kuo-toa gods are Blibdoolpoolp the Sea Mother, a female human with a crayfish head, claws, and shell covering her shoulders.

Archpriests hold among the highest positions in kuo-toa society, being surrounded by fanatical devotees of their faith. Archpriests' devotion to their deity is so fervent that they manifest divine powers similar to a cleric. Archpriests also have the power to bestow a fraction of their mystical powers to particularly loyal underlings known as whips, who fight to the death to become the archpriest's heir when the archpriest succumbs. A disloyal whip may be stripped of its powers, if not its life.
Most other humanoid societies view the kuo-toas' strange ways with disdain, chief among them being the Drow, who have slain the kuo-toa on sight as long as the two races have known each other.

Kuo Toa Traits

Kuo Toa have certain traits as a result of their long association with Illithids, their aquatic nature and inhabitance of the Underdark.

Age

Fingerlings were generally not treated as individuals until they'd survived to physical maturity. Kuo-toa lived to be approximately sixty years old.

Size

Kuo-toa were normally 5 feet (1.5 meters) tall and weighed approximately 160 pounds (73 kilograms). Your size is medium.

Superior Darkvision

Accustomed to life away from the sun's blinding light, you have superior vision in dark and dim conditions. 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.

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.

Languages

You can speak, read, and write Common, and Undercommon.

Amphibious

The kuo-toa can breathe air and water.

Otherworldly Perception

The Kuo-Toas have been irrevocably altered by the torment they suffered at the hands of the Illithids, and their unique connection to madness and eldritch forces allow them an otherworldly perception. The Kuo-Toa can sense the presence of any creature within 10 feet of it that is invisible or on the Ethereal Plane. It can pinpoint the location of such a creature that is moving.

Slippery

The skin of a Kuo-Toa is coated in a thin layer of mucus, allowing them to more easily wriggle their way out of tight situations. The Kuo-Toa has advantage on ability checks and saving throws made to escape a grapple.

Ability Score Increase

Your Constitution, Intelligence, and Wisdom scores each increases by 1.

Speed

Your base walking speed is 30 feet. Kuo-Toa are naturally adapted to move unhindered underwater, you have a swimming speed of 30 feet.

Alignment

Kuo-toa were extremely suspicious as well as duplicitous, betraying trust for their own benefit so long as they believed they could do it successfully. To a Kuo-toa, survival and worship is very important, the dual concerns of any Kuo-toa amongst others of its kind. Typically this resulted in most Kuo-toa adopting a neutral evil alignment. The mental oppression they suffered at the hands of other races broke the already-simple minds of most kuo-toa and as a result madness was a common ailment amongst their kind. Kuo-toa were not all necessarily evil, but within their repressive theocracy, common kuo-toa did not possess anywhere near enough willpower to oppose the ruling castes. When separated from these societies, kuo-toa could adopt neutral or good philosophies such as pacifism

Infectious Madness

The madness of your broken mind is infectious, like a virulent disease. You're mildly telepathic, but any creature your mind comes into contact with experiences the madness afflicting you, which threatens to drive them insane. It's worse than useless for any attempt at communication, and strains your mind intensely, but you have learned to harness it to the detriment of those who you wish harm.

Once per long rest as an action you can attempt to drive a creature within 30 feet of you insane, they must succeed on an intelligence saving throw or have disadvantage on attack rolls for one minute. A creature that's immune to being frightened or a creature with an intelligence score lower than 3 automatically succeeds. An affected creature can repeat this saving throw at the end of each of their turns, ending the effect on themselves on a success. The DC is equal to 8 + your proficiency bonus + your intelligence modifier.

In addition, if a creature fails the initial save against this effect by ten or more, they're afflicted by a randomly determined short term madness from the short term madness table (DMG). This effect also ends on them if they pass the saving throw described above at the end of their turn.

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