![]() ![]() Slippery (Ex): A kuo-toa secretes an oily film that makes him difficult to grapple or snare.Only by remaining perfectly still can such objects or creatures avoid a kuo-toa's notice. His eyesight is so keen that he can spot a moving object or creature even if it is invisible or ethereal. Keen Sight (Ex): A kuo-toa has excellent vision, thanks to his two independently focusing eyes.Immunities (Ex): A kuo-toa is immune to poison and paralysis.Electricity Resistance 10 (Ex): Kuo-toas are naturally resistant to electricity.Pulling a stuck weapon or limb from a shield requires a DC 20 Strength check. 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. 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. A creature using a natural weapon is automatically grappled if it gets stuck. 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. 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.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). The whips must join hands to launch the bolt but need only remain within 30 feet of one another while it builds. Lightning Bolt (Su): Two or more kuo-toa clerics (whips) operating together can generate a stroke of lightning every 1d4 rounds.Only after their amphibian qualities fully develop can they leave the pools to become full-fledged members of kuo-toan society. Young kuo-toa hatch in these sheltered pools and spend their first year of life there. Kuo-toas spend much of their leisure time in the spawning pools. A smaller enclave might have only a simple shrine and periodic visits from a low-level priest. Larger kuo-toa settlements usually have ornate churches that sponsor frequent celebrations in honor of their mad deity, whom they call the Sea Mother. 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. The church forms the center of every community, both physically and metaphysically. Much of kuo-toan life and society focuses on religion. Second in status to the clerics are the monks, who are known as monitors. The clerics of Blibdoolpoolp, called whips, exercise iron control over the population. Kuo-toas are theocratic fishfolk who dwell in the deep seas and lakes of the Underdark.
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