Kuo-toa

Kuo-toa

Kuo-toa Game Tokens

Enhance your tabletop adventures with our free Kuo-toa game tokens at Mistcharter Maps! Download now to bring the eerie depths of the Underdark to life with our detailed, vivid artwork. Whether you're navigating treacherous waters or delving into mysterious caverns, our tokens will immerse you in the world of the kuo-toa, adding depth and excitement to your gaming experience.

Token pack includes 250x250px square and round game tokens.

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  • Challenge Rating

    1/4

  • Type

    Humanoid (Kuo-toa)

  • Size

    Medium

  • Habitat

    Swamp
    Explore our swamp maps for more inspiration.

  • AC

    13

  • HP

    18 (4d8)

  • "

    Kuo-toa Introduction

    In the shadowy depths of the Underdark, where the light of the sun is but a distant memory, there lurks a creature both bizarre and unsettling—the Kuo-toa. These amphibious humanoids, with their bulging eyes and slimy, scaled skin, are a sight to behold, evoking both curiosity and dread. Their bodies are slick with moisture, allowing them to slip effortlessly through the murky waters of their subterranean homes. The Kuo-toa's webbed hands and feet make them exceptional swimmers, and their gills allow them to breathe both air and water, making them perfectly adapted to their aquatic environment.


    The Kuo-toa are known for their erratic and unpredictable behavior, a result of their fractured minds. Once a thriving and intelligent race, they have been driven to madness by centuries of isolation and the oppressive darkness of the Underdark. This madness manifests in their bizarre religious practices and the creation of strange deities, born from their collective delusions. The most infamous of these is Blibdoolpoolp, the Sea Mother, a grotesque amalgamation of fish and humanoid features, worshipped with fervent zeal by the Kuo-toa.


    These creatures dwell in sprawling, labyrinthine settlements carved into the rocky caverns of the Underdark. Their homes are often found near underground lakes and rivers, where they can hunt for fish and other aquatic creatures. The Kuo-toa are skilled craftsmen, fashioning weapons and armor from the chitin and bones of their prey, and their settlements are filled with strange and unsettling sculptures dedicated to their gods.


    Legends speak of the Kuo-toa's ability to manifest their gods into reality through sheer force of belief, a power that has made them both feared and respected by other denizens of the Underdark. It is said that those who venture too close to a Kuo-toa settlement may find themselves ensnared in their religious fervor, becoming unwilling participants in their dark rituals.


    As you stand at the edge of their watery domain, the air thick with the scent of brine and decay, you can't help but feel a chill run down your spine. The Kuo-toa are watching, their eyes gleaming with a madness that defies comprehension. In this place, where reality bends to the will of the insane, you must tread carefully, for the Kuo-toa are as unpredictable as the tides, and just as dangerous.


    "

  • Kuo-toa Skills & Traits

    Skills

    • Perception +4

    Senses

    • Darkvision 120 ft.
    • Passive Perception 14

    Languages

    • Undercommon

    Abilities

    • Amphibious: The kuo-toa can breathe air and water.
    • Slippery: The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
    • Sunlight Sensitivity: While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

    Actions

    • Multiattack: The kuo-toa makes two melee attacks: one with its bite and one with its pincer staff.
    • Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
    • Pincer Staff: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the kuo-toa can't use its pincer staff on another target.
    • Nets: Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

  • "

    Battle Tips for Kuo-toa

    The Kuo-toa are a unique and intriguing creature to incorporate into your campaign. Known for their amphibious nature and fanatical devotion to their deities, they can provide a challenging encounter for adventurers. Here are some tips for using Kuo-toa effectively in battle:


    Dungeon Master Strategies

    • Utilize Their Environment: Kuo-toa thrive in aquatic or damp environments. Use this to your advantage by setting battles in areas with water features, such as underground lakes or flooded caverns. This can give them a mobility advantage and allow them to use their swimming abilities effectively.
    • Leverage Their Madness: Kuo-toa are known for their madness and religious fervor. Use this to create unpredictable battle tactics, such as sudden frenzied attacks or bizarre rituals that can confuse or unsettle the players.
    • Employ Their Abilities: Make use of their unique abilities like the sticky shield, which can disarm players, and their ability to create a Kuo-toa Whip or Archpriest, which can cast spells and provide support to other Kuo-toa.

    Coordinated Tactics

    • Swarm Tactics: Kuo-toa are more effective in numbers. Use their ability to swarm and overwhelm players, focusing on one target at a time to quickly incapacitate them.
    • Use of Nets: Kuo-toa often carry nets, which can be used to restrain players. Coordinate attacks where some Kuo-toa focus on restraining players while others attack.
    • Support from Spellcasters: If you have a Kuo-toa Whip or Archpriest in the group, use them to cast spells that can buff allies or debuff enemies, creating a more dynamic and challenging encounter.

    Fleeing and Retreat

    • Retreat to Water: If the battle turns against them, Kuo-toa can retreat into water, where they have an advantage. This can lead to a chase sequence or force players to fight in a less favorable environment.
    • Use of Illusions: Kuo-toa can create illusions of their deities to distract or frighten players, providing an opportunity to escape.
    • Regroup and Counterattack: If forced to flee, Kuo-toa can regroup and plan a counterattack, using their knowledge of the terrain to set ambushes or traps for the players.

    By using these strategies, you can create memorable and challenging encounters with Kuo-toa that will test your players' skills and adaptability.


    "

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