Kuo-Toa

SSuser

Explorer
Is there an Ecology of the Kuo-Toa, or something similar? Printed or pdf, preferably 3rd or 3.5.

I know they are mentioned in the Faerun book, The Underdark , as well as the Monster Manual.

Thank you in advance.
SS
 

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The World of Sulerin Monster index: Kuo Toa entry lists some more sources: 3.5E Monster Manual 1, 3E Monster Manual 1, Monstrous Compendium Volume 2, 1E Fiend Folio, Monstrous Manual, Shrine of the Kuo-Toa, Vault of the Drow, Descent into the Depths of the Earth

The 2E Monstrous Manual entry on the Kuo Toa has a lot more fluff/ecology than the 3E one. The 2E Monster Mythology book details Blibdoolpoolp the Kuo Toa deity. The old boxed set Night Below also details a kuo toa city. You can get the pdf at paizo. (If you do check out this site)

This old preview has some excerpts from the 3E MMs. And the 3E Serpent Kingdoms has some details on the Batrachi, one of the Faerunian creator races that created the Kuo Toa.

Alpparently the following two Dragon articles have a few more details on them, as they are mentione in the wikipedia entry on Kuo Toa:
"The Minions of Darkness." Dragon #300 (Paizo Publishing, 2002).
"By Any Other Name: Races of the Underdark." Dragon #281 (Paizo Publishing, 2001).


The Kuo Toa are more or less inspired by H.P. Lovecraft's Deep Ones. In this vein the 3E netbook Nocturnal Sea Gazetteer details Ravenloft's version of the Deep Ones in the chapter "The Drowning Deep". It builds on material from the older (but still 3E) netbook Quoth the Raven #9's Kuo Toa article "Deep Kin - Humanoid Horrors from the Depths". The newer netbook doesn't mention the name Kuo Toa though, as it is among WotC closed D&D IP.
 
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Frank Trollman said:
The Kuo-Toans: Opportunities Slip By

The Kuo-Toans are extremely aware that things used to be pretty awesome if you were a Kuo-Toa, and now they suck. They are actually a deep ocean race and they don't live in the ocean at all anymore. That's because long ago they lost a war to the Sahuagin. And they lost it badly. Now they live in pools of water that often as not are fresh water in the bottoms of caves, and they hate it here. The lack of pressure and salinization of the water makes the Kuo-Toans unhealthy and uncomfortable, and they end up stinking of rotting fish as their skin becomes diseased and crumbly.

Every generation of Kuo-Toa is a little sicker than the one before it, and everyone understands and accepts that the race is dying out. Every Kuo-Toa expects the future to be worse than the present, and the Whips (the Clerics of the Kuo-Toa) do nothing to forestall that process or convince their people otherwise. Legends say that the Great Evils they left behind at the bottom of the seas will eventually return to destroy the whole world, but only once they've successfully fed them with enough of the misery of the Kuo-Toan people. Noone in Kuo-Toa society wants to become a leader, because the world will become even more unpleasant every year and the leaders are always blamed. A Kuo-Toa gains a position of leadership when the old leader is finally killed and eaten for failure and the Whips draw lots for who has to be the next leader. Most Kuo-Toans believe that these lots are fixed in advance, and they're right.

Despite the utter hatred that all Kuo-Toans hold for all other races, they are perfectly willing to trade with them. The Kuo-Toans are badly out of their element, and need nutritional supplementation from far away just to survive. They need to receive goods from the Drow, and they know it. They hate the Drow, as they hate everyone, but that doesn't stop them from trading. The Kuo-Toans understand that the Aboleth know where every single one of their spawning pools are and that only laziness on the part of the Aboleth has left the Kuo-Toan people with any territory at all. Still, they wait in the darkness for the cataclysm to come that will put them out of their misery and slaughter all the other creatures of the land and the sea. Their one hope is that just before the last Kuo-Toa is finally slain, that they will see with their own eyes the horrible vengeance wreaked on the other empires.




Bonus Class: The Monitor
"In time… even the sun will die. Until then… I shall content myself with your demise. "

Kuo-Toans are a depressing group to hang with at the best of times. Their relentless downbeat attitude can turn even the most festive of occasions into a dirge. But perhaps the most depressing of all Kuo-Toa are the Monitors. These monks of Kuo-Toa society are dedicated to a strict regimen of martial training and meditation on the complete futility of all things. Discussions with Monitors have been known to drive even other Kuo-Toa to suicide.

Prerequisites:
Skills: 9 ranks in Balance
Feat: Multiattack
Alignment: Any Evil.
Special: Must have at least one Fighting Style class feature.
Special: Must be trained in the Kuo-Toa Monasteries.

Hit Die: d8
Class Skills: The Monitor's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Religion) (Int), Knowledge (Dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills/Level: 4 + Intelligence Bonus
BAB: Good (1/1), Saves: Fort: Good; Reflex: Good; Will: Good

Level, Benefit
1 Fighting Style, Armored in Life, Powerful Observation
2 Strike the Intangible
3 Master Fighting Style
4 Wait for Death
5 Master Fighting Style
6 Depressing Monologue
7 Master Fighting Style
8 Sticky Hands, Apathy
9 Grand Master Fighting Style

All of the following are Class Features of the Monitor class:
Weapon and Armor Proficiency: A Monitor gains no proficiency with any weapons or armor.

Fighting Style: The Monitor gains a Fighting Style as a Monk at first level.

Armored in Life: Levels of Monitor stack with levels in Monk for the purposes of the Monk's Armored in Life ability.

Powerful Observation: A Monitor adds his class level as a bonus to his Spot and Sense Motive checks.

Strike the Intangible: At 2nd level, a Monitor gains the ability to strike the invisible creatures he can see. His natural weapon attacks can hurt incorporeal and ethereal targets without a miss chance related to intangibility.

Master Fighting Style: At 3rd, 5th, and 7th level a Monitor gains a Master Fighting Style, as a Monk.

Wait for Death (Su): A Monitor looks forward only to death, but this can be a very long wait indeed. A Monitor of 4th level does not age, sleep, need nutrition, or breathe. Furthermore, a Monitor of 4th level no longer loses hit points when he has 0 hit points or less.

Depressing Monologue (Su): Any creature that speaks to a 6th level Monitor for more than five minutes must make a Willpower Save (DC 10 + ½ hit dice + Charisma Modifier) or be affected by abject despair and curse of crumbling conviction.

Sticky Hands (Ex): A Monitor of 8th level makes great use of sticky Kuo-Toa secretions and gains a +4 bonus on Disarm tests, whether he is the attacker or the defender.

Apathy (Su): At 8th level, a Monitor is able to draw upon supernatural reserves of ennui and ambivalence, rendering him immune to mind affecting effects.

Grand Master Fighting Style: At 9th level, a Monitor gains a Grand Master Fighting Style as a Monk.

from the great Empirinomicon by Frank Trollman
 

Well, if you want a Boss Kuo Tua...

Dagon’s Aspect
Dagon generally has little interest on other planes, although cults dedicated to the demon lord are unusually common in certain areas of the Material Plane, especially in coastal regions where prosperity has died. His interests there are beneath his immediate concern, and in cases where his cultists call upon him for aid, he sends one of his aspects to handle the situation. Dagon’s most commonly manifested aspect appears as a fifteen-foot tall demonic kuo-toa, its head more reminiscent of an eel than anything else. These aspects, being free-willed to work their own agendas, often remain behind in the regions to which they are called via spells like planar ally or planar binding, if they can, often becoming the focus of Dagon cults themselves. The stats presented here are represent an aspect of Dagon that ; other, more powerful incarnations doubtless exist. For more general information on aspects, consult pages 46 and 47 of the Miniatures Handbook.

ASPECT OF DAGON CR 10
CE Large outsider (aquatic, chaotic, evil, extraplanar, obyrith)
Init +4; Senses darkvision 60 ft., true seeing; Listen +17, Spot +17
Aura form of madness (60-foot-radius, DC 17)
Languages Abyssal, Aquan; telepathy 100 ft.
AC 25, touch 9, flat-footed 25 (-–1 size, +16 natural)
hp 126 (12 HD); fast healing 5; DR 5/epic
Immune mind-affecting attacks, poison
Resist acid 10, cold 10, electricity 10, fire 10
Fort +14, Ref +8, Will +10
Spd 30 ft., swim 60 ft.
Melee 4 claws +19 (1d6+7/19–20) and
Bite +17 (1d8+3)
Space 10 ft.; Reach 10 ft.
Base Atk +12; Grp +23
Atk Options Swim-By Attack, rend 2d6+10
Abilities Str 24, Dex 10, Con 23, Int 14, Wis 15, Cha 13
SQ amphibious, obyrith traits
Feats Improved Critical (claw), Improved Initiative, Multiattack, Swim-by Attack, Weapon Focus (claw)
Skills Hide +11, Jump +22, Knowledge (nature) +17, Knowledge (religion) +17, Knowledge (the planes) +17, Listen +17, Perform (song) +16, Search +17, Spot +17, Swim +30
Amphibious (Ex) Although the aspect is aquatic, it can survive indefinitely on land.
Form of Madness (Su) Any creature within 60 feet that observes the aspect of Dagon must make a DC 17 Will save. If the creature is a humanoid, failure indicates the victim becomes convinced that he recognizes something of himself in the aspect’s form, or more precisely, that he recognizes something of the aspect in himself. He becomes convinced that he is in fact one of Dagon’s minions, and abandons his allies to join the aspect’s side. Treat this as a charm monster effect, save that its effects are permanent until cured by heal, greater restoration, miracle, or wish. A non-humanoid that fails the saving throw instead becomes filled with terror at the aspect’s form, and is paralyzed with fear for 1d6 rounds. A creature that makes the save is immune to the aspect’s form of madness for 24 hours. This is a mind-affecting ability that does not affect chaotic evil outsiders. The save DC is Charisma-based.
Rend (Ex) If the aspect of Dagon hits with two or more claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.
 


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