Dnd 5e Kuo Toa Tactics – build challenging encounters against a Kuo-Toa

By Alan McCoy from Dungeons & Dragons: Fundamentals

How to build challenging encounters against a Kuo-Toa

This entry has been edited to include some additional thoughts. Edits have been marked with italics.

Disclaimer:

Because of the massive numbers of changes that this race has undergone since its introduction in the TSR Module D2: Shrine of the Kuo-Toa, I will be drawing extensively from previous editions to stitch together a coherent whole. I freely admit that this essay will be a challenge to undertake.

Unfortunately, due to designer changes to this race over the various editions, I will be forced to rewrite some of the lore. Originally intended as a race powerful enough to challenge the Drow and other races of the Underdark, 5E has relegated them to the position of a broken, subservient race barely capable of maintaining their coherence as a race, let alone being considered as a threat within underdark society.

I admit that I will be taking a few liberties with the race, but it is my hope that the result presents a more interesting whole.

Note: As far as combat is concerned, this has been prepared utilizing only the 5E Core Rules. The Kuo-Toa can be found in the Monster Manual pages 198-200. I will be providing suggestions in section IV that will make the Kuo-Toa a far more dangerous and interesting opponent.

Introduction:

The Kuo-Toa are an alien race whose origin is currently unknown, they were a slave race that was subjugated and then allowed to escape by the Illithids. The Illithids claim that they do this from time to time in order to improve the sentience, the imagination and the emotional state of a breed in order to improve the flavor and palatability of the potential meal.

Observation indicates that the Illithids have made no attempt to reclaim the Kuo-Toa as a race and will avoid making a meal from a Kuo-Toa. While this may be merely conjecture, this seems to indicate that the Kuo-Toa are an undesirable food source. It may further indicate that the Kuo-Toa were subjugated at a low point in Illithid civilization when they had few choices. While the Illithid claim that the Kuo-Toa were “released” into the wild to improve the flavor as they claim to have done countless times before, it is suspected that the broken of the Kuo-Toa had become difficult to control.

When other races presented themselves that were both more palatable and controllable, the Kuo-Toa were abandoned. Private discussions with individual Illithids have suggested that the mere idea of subsisting on Kuo-Toa is distasteful, a general characterization of the idea would be “I’d rather starve.”

What is known is that the Kuo-Toa are a broken race, their minds shattered and thought processes disjointed. Almost all races shun the Kuo-Toa and believe them to be standing on a fine threshold between sanity and madness. Due to the limited resources available in the Underdark, some trade has been established, almost every underdark centered race has had limited contact with the Kuo-Toa, usually on a barter basis.

There are two exceptions to this, the Kuo-Toa refuse any interaction with the Illithids, and will attack one on sight, and the Drow whom they consider rivals and mortal enemies. While instances of cooperation between the Drow and the Kuo-Toa have been observed, these instances have always been in mutual conflict with the Illithids. Neither race will interact directly with each other at any other time. This is obviously to religious considerations, the worship of the mutable Blibdoolpoolp and that of the organized chaos that is the worhip of Lloth are incompatible. They do not seem to object to trade through intermediaries, however.

Historically very little is known about the Kuo-Toa. There are enough obscure references to positively identify that the race was once called the “Goggler”, this fact is confirmed by a unique biological process, all Kuo-Toa are born female. While the process isn’t understood completely the Kuo-Toa transition to male as their status increases. This process has been observed in some species of fish, but the trigger for such a process is currently only a matter of conjecture. There is some speculation that the Kuo-Toan species is distantly related to the Locanth (Ghosts of Saltmarsh page 243) and the Sahuaguin (MM page 263-264), none of the races has confirmed any relationship.

Soon after, and perhaps even before the Kuo-Toa were released by the Illithids, the Kuo-Toa group consciousness did something most races consider to be impossible. Somehow, they created a new deity as protector. While it is known that some Kuo-Toa worship have latched on to Aboleth, Kraken, or other powerful undersea denizens as their deity, the most common and most powerful of their belief system resides with their ‘Sea Mother’ the Goddess Blibdoolpoolp.

While some sages claim that this Goddess is force reawakened by the Kuo-Toa, and as such has always existed, there are others that claim that the Kuo-Toa “IMAGINED” her into existence. Since contact with Blibdoolpoolp has been established, a semblance of order has returned to the Kuo-Toa. They have reinvented their society and have begun to move forward as a race once more.

The first evidence of order has been the establishment of a Vi-Poolgol (translated as Priest-King) who is the consort of Blibdoolpoolp, beneath him in authority are the Oorg-Poolgoopan (Priest-Dukes). The priest dukes form a religious governing body called the Sunken Council. Each Oorg-Poolgoopan has absolute control over an area of Kuo-Toan life such as fishing, trade, war, agriculture, mining, pilgrimage, sacred sites, slavery and progeny.

Underneath these Priest-Dukes are the Ba-Pagloop, a title that translates equally as the Eyes of the Priest-King and the Pinchers of the Priest-King. These lesser elites are charged with carrying out the directives of the Royalty. This they have been able to accomplish by the creation and training of the Va-Scour. This caste of Kuo-Toan collectively includes the “Whips” and the “Monitors” who oversee the Kuo-Toan commoners and slaves.

A “Whip” is a Kuo-Toan is almost a misnomer, technically they are the lesser priests who ensure that the common Kuo-Toan maintains his focused belief on the Sea Mother. They are the religious ideologists who are responsible for rooting out heresy before it can take root. Each has received special training and is a ‘true-believer’ in the Sea-Mother.

A “Monitor” is a little more self-explanatory, their mission is to observe the Kuo-Toan populace for signs of madness. Once detected, they will move in and rapidly subdue the madness before it has a chance to spread to another Kuo-Toa. The madness that effects the Kuo-Toa is usually a short-lived affliction, and as such, the Monitors have become expert in non-lethal combat.

Kuo-Toan Madness:

While violent outbursts and uncontrolled action might be considered madness in most societies, for a Kuo-Toa this is only the beginning. If a Kuo-Toa has a strong independent thought, it will affect their behavior. Highly contagious these thoughts are transmitted by low grade telepathy from individual to individual. Once reaching critical mass, the ‘thought’ will manifest. These manifestations might or might not be illusion, regardless, a manifestation can cause considerable damage, death and devastation before being destroyed. It is the job of the Monitor to closely watch the behavior of the Kuo-Toa in their charge and bring the thought to end long before it has any chance to manifest. A madness event is considered highly undesirable by the Kuo-Toan Elites, thus any individual who appears to be thinking or “Day-Dreaming” will be restrained until their minds are properly refocused. This restraint has resulted in the death of the offender, though that is an unusual outcome.

(NOT RAW) While greatly controlled by the Kuo-Toan elites, the Madness is quite probably the most dangerous aspect of the race. A single mad Kuo-Toa can be singled out and subdued. A pair of mad Kuo-Toa might manifest a magical effect along the power level of a Cantrip. Roughly ten mad Kuo-Toa can manifest a magical effect equivalent to that of a first level spell. Twenty a second level spell, forty a third, eighty a fourth, and so on. I suggest you use the wild magic surge table provided for the sorcerer (PHB page 104) and have fun with it.

It is believed that all Kuo-Toan Elites (Males) are less susceptible to the madness, though whether this resistance is biological or through disciplined training remains a mystery.

Sages that study the Kuo-Toa believe that an uncontrolled madness event is probably responsible for bringing forth the Goddess Blibdoolpoolp. This may or may not be true.

Kuo-Toan Architecture and Society:

As a race equally at home in air or water, the Kuo-Toa prefer to build in air filled caverns with ready access to large quantities of water. The Central area is almost always a temple complex that centers around a large pyramid like structure. On the outskirts of the great pyramid are the spawning pools wherein the Kuo-Toan commoners lay their eggs, which are later fertilized by the Kuo-Toan elite. Newly hatched Kuo-Toa are called Fingerlings and are watched over by an elite core of ‘Whips’ who indoctrinate the fingerlings and effectively control their every thought process until maturity.

Kuo-Toa are taught from an early age that it is not only right, but their absolute duty to report behavior inconsistent with the teachings of the masters. Kuo-Toa will inform upon each other to the elites whenever the need presents. They expect no reward for this, though a commoner that shows special talent at observation might find themselves elevated, transformed and trained as a Whip or Monitor.

In general, the ratio of Kuo-Toan Whips or Monitors to commoners is one to ten.

Kuo-Toa are both effective fishermen and fish farmers. Not needing clothing, they still do some weaving and leatherworking to create baskets, belts, nets, ropes and other implements as needed. Kuo-Toa will readily trade for worked metals, for implements they prefer bronze as their home environment rapidly rusts both iron and steel alloys. For jewelry, they enjoy most precious metals. Most Kuo-Toan weaponry is fashioned from stone or bone.

Kuo-Toan sculptors, sculpture being essentially the only art form that survives in the high moisture environment favored by the Kuo-Toa, are especially revered within their society, though such individuals are constantly scrutinized by elite Kuo-Toa (Monitors and Whips) to ensure that a madness event does not occur. Statuary created in this fashion is unveiled only when complete, and usually to small ‘test groups’ until found appropriate and reverent (read this as – does not cause madness to erupt.)

Kuo-Toa keep slaves as laborers and as an emergency food supply. Talented individuals might be called upon to assist in the completion of Art projects as it is known that such slaves are not susceptible to madness.

Step 1) Let’s Review what we know about the Kuo-Toa

Kuo-Toan commoners are considered medium sized humanoids, they typically stand five feet tall and weigh roughly 160 pounds. They are described as paunchy with fish-like heads and mouths full of sharp teeth. Typical Kuo-Toa do not wear clothing, only belts and straps when needed to carry tools or other implements. It is believed that all Kuo-Toan commoners are female.

Kuo-Toan Elite are also considered medium sized humanoids though they are usually taller (6 feet or more) and more lack the paunch of commoner counterparts. They wear clothing, short robes being favored. The color and style are believed to reflect their status and position. A general thumb rule is that the taller the Kuo-Toa, the more powerful. Clothing is not generally worn if combat is expected.

Kuo-Toa can breathe water or air and are equally proficient in land movement and swimming.

In addition to their natural Darkvision (120-foot range) Kuo-Toa have OTHERWORLDLY PERCEPTION (30-foot range) and can sense the presence of anyone either ethereal or invisible. They can pinpoint the location of that creature if it is moving. Kuo-Toa are trained from birth to observe. They are considered to have a trained perception skill (+4) and a passive perception of 14.

Kuo-Toa are SLIPPERY, giving them the advantage against any attempt to grapple or capture them. This is due to a slimy mucus that they secrete from their skin. It is apparently a controllable reflex however, because a Kuo-Toan attempting to grab and grapple a victim has no penalty attached.

Kuo-Toa are highly sensitive to sunlight. The presence of bright light gives them Disadvantage on attack rolls, as well as perception or other wisdom checks that rely on sight.

Kuo-Toa are close to human average in ability scores, though they tend to be a bit stronger and tougher than the average human, and as they lack individuality, their charisma and potential social graces are usually quite limited. Kuo-Toa are at least average when compared to human normal in both Intelligence and Wisdom.

Kuo-Toa have no written language, but can communicate in Undercommon, rumors of a special language spoken only by Kuo-Toan elites have been hinted at but are unconfirmed.

Step 2) Determine the probable Strategy.

Kuo-Toan strategy is largely situational, while they will not hesitate to kill to defend their cities, shrines and settlements, they are more likely to attempt to capture if possible. Capture provides them with useful slaves, eventual food sources and potentially valuable trading commodities.

Capture also fits with their long-term training, they specialize in subdual of individual Kuo-Toa who are afflicted with madness, thus what works for one creature will probably work for others.

Essentially, the goal the Kuo-Toa in any encounter will be to disarm and capture a foe rather than to kill unless forced to do so.

Step 3) Determine Tactics

As Kuo-Toa are at least when compared to the rest of the denizens of the Underdark, mediocre fighters at best, they make up for what they lack by maneuvering the fight into areas that they can take advantage of.

Utilizing their superior Darkvision they will draw their foes toward a water source that will enable them to use weighted nets to drown or nearly drown opponents. They will then haul the now unconscious foe back to the surface, restrain and revive them as captives.

Suggestion: Review the rules for underwater combat (PHB page 198) and the Suffocation rules (PHB page 183).

Kuo-Toa who are not tasked with netting their foes, will be armed with spear and shield and will use these to drive opponents closer and closer to the water. A netted victim will require the use of an action to become free, during that time at least one or possibly many Kuo-Toan spearmen will attack the netted individual (with Advantage due to the RESTRAINED) condition.

Kuo-Toa are trained to us Phalanx tactics to create a shield wall.

A Kuo-Toan who bears a shield (almost all, as a net can be thrown one handed) has the additional ability to grant the STICKY SHIELD ability as a Reaction. This will either deny the weapon to the attacker as the Kuo-Toa will immediately move back taking the weapon with them. If the attacker refuses to let go, they are considered grappled while the weapon is stuck.

If desired, the individual can also be considered RESTRAINED, held by their own weapon.

The presence of a Kuo-Toan Elite, such as a Whip or Monitor will provide additional command and control elements to the battle.

A Whip is considered a 2ndlevel spellcaster and can cast Produce Flame (NOT RAW NOTE – giving an amphibious race that is light sensitive a spell that produces fire and light is ridiculous. I suggest replacing this cantrip with Eldritch Blast) and Thaumaturgy as cantrips, as well as Bane and Shield of Faith. They are typically armed with a pincher staff that enables them to restrain an opponent at a distance.

A Monitor can perform unarmed strikes that are enhanced by a natural ability to produce electrical shocks for additional damage.

(NOT RAW) The madness in combat. The Whips, and to a lesser extent, the Monitors have been trained to concentrate and unleash the Madness contained within ordinary Kuo-Toa by using special chants and prayers. Given enough Kuo-Toa they can produce some truly amazing magical effects. Suggestions include: Ray of Sickness, Web, Fear, Haste, Lightning Bolt, Stinking Cloud and Evard’s Black Tentacles for starters.

Step 4) DM Tips and Observations

As a Dungeon Master, I personally oppose the changes made to this monster as it is written in the fifth edition of the game. They took a strong foe, necessary for survival in the underdark and turned it into a broken shadow of its former self.

Rather than kowtow to the Wizards of the Coast, I’m going to ask you to consider going ‘off script’ and consider the following changes for these creatures in your game.

It is feasible and reasonable to grant the Kuo-Toan race the ability for specially trained individuals to gain Class-like abilities.

Imagine that the transition from commoner to elite changed the body significantly. Granting greater dexterity or awareness. Let’s assume a Dexterity of 14+ or a Charisma of 14+, Grant both a Wisdom of 12+

Consider a Kuo-Toan Monitor having the abilities associated with the Monk class, specifically the Way of the Open Hand, but the Way of the Four Elements is also a possibility.

Consider a Kuo-Toan Whip that gained enough self-awareness in the transition to become a member of the Warlock Class, the great old one as patron would to be a good fit.

Mass Gatherings of Kuo-Toa controlled by the Priest-King, or at the very least a Priest-Duke, can utilize the Kuo-Toan madness to perform very high-level magic. It is this ability that keeps the enemy races in the underdark from overrunning and subjugating the usually weaker Kuo-Toan race.