My dormant gaming bug is being rekindled with a game I am starting on Tuesday using the new Dungeons and Dragons (Next/5th edition) rules. Seeing as I have not yet shelled out for a Monster Manual and I am interested in slowly introducing some older monsters into the game, I broke out my 1st edition Fiend Folio and, with a rudimentary understanding of the new rules, I churned out my first pass at adapting the old First Edition Kuo Toa from Descent into the Depths of the Earth/Vault of the Drow/Fiend Folio to the new rules. More or less, but simplified, highlighting what I thought was important, and not at all checked for correct math.
These may or may not resemble the official kuo toa. I don't even know if they made it into the official Monster Manual.
These may or may not resemble the official kuo toa. I don't even know if they made it into the official Monster Manual.
Kuo
Toan fighter, medium humanoid,
neutral evil
Armor
class: 15 (natural, shield, dex modifier)
Hit
points 11 (2d8+2)
Speed:
20 feet, swim 40 feet
STR 12 (+1), DEX 12 (+1), CON 13 (+1), INT 8 (-1), WIS
13 (+1), Cha 7 (-2)
Skills: Perception +3,
Damage Resistance:
Electricity, Piercing
Damage Immunities: Poison
Condition Immunities:
Charmed, Grappled, Paralyzed, Poisoned
Senses: Darkvision 60ft, 180
degree vision, Tremor Sense 10ft, Truesight; Passive Perception 13
Languages: Common,
undercommon, Kuo-Toan
Amphibious. Kuo-toa can breathe air and water.
Actions
Harpoon: weapon attack +3 to hit, reach 5 feet, thrown
range 20 feet/40 feet, 1d6+1 piercing, when used as ranged weapon, pull target
struck by attack 10 feet
Bite: unarmed attack +3 to hit, reach 5 feet, 1d4+1
damage
Sticky shield: as a bonus action, a kuo-toan warrior
can force his opponent to roll a DC10 DEX save to avoid having the weapon
pulled away, stuck to the glue-like substance coating the kuo-toan’s shield.
Kuo
Toan officer, medium
humanoid, neutral evil
Armor
class: 15 (natural, shield, dex modifier)
Hit
points 11 (2d8+2)
Speed:
20 feet, swim 40 feet
STR 14 (+2), DEX 12 (+1), CON 13 (+1), INT 10 (0), WIS
13 (+1), Cha 7 (-2)
Skills: Perception +4
Damage Resistance:
Electricity, Piercing
Damage Immunities: Poison
Condition Immunities:
Charmed, Grappled, Paralyzed, Poisoned
Senses: Darkvision 60ft, 180
degree vision, Tremor Sense 10ft, Truesight; Passive Perception 13
Languages: Common,
undercommon, Kuo-Toan
Amphibious. Kuo-toa can breathe air and water.
Actions
Harpoon: weapon attack +5 to hit, reach 5 feet, thrown
range 20 feet/40 feet, 1d6+2 piercing, when used as ranged weapon, pull target
struck by attack 10 feet
Bite: unarmed attack +5 to hit, reach 5 feet, 1d4+2
piercing
Sticky shield: as a bonus action, a kuo-toan officer
can force his opponent to roll a DC10 DEX save to avoid having the weapon
pulled away, stuck to the glue-like substance coating the kuo-toan’s shield
Kuo-toan
Whip, medium
humanoid, neutral evil
Armor class: 14 (natural,
dex modifier)
Hit points 15 (3d9+2)
Speed: 20 feet, swim 40 feet
STR
14 (+2), DEX 14 (+2), CON 13 (+1), INT 10 (0), WIS 14 (+2), Cha 7 (-2)
Skills: Acrobatics +4, Perception +4, Stealth +4
Damage Resistance: Electricity, Piercing
Damage Immunities: Poison
Condition Immunities: Charmed, Grappled, Paralyzed,
Poisoned
Senses: Darkvision 60ft, 180 degree vision, Tremor
Sense 10ft, Truesight; Passive Perception 14
Languages: Common, undercommon, Kuo-Toan
Amphibious. Kuo-toa can breathe air and water.
Actions
Multiattack. The Whip makes two attacks: one with its
bite and one with its dagger.
Dagger: weapon attack +3 to hit, reach 5 feet, thrown
range 10 feet/2 feet, 1d4+2 piercing, poisoned weapon +1d6 poison damage plus
target poisoned 1 hour
Bite: unarmed attack +3 to hit, reach 5 feet, 1d4+2
damage
Pack Tactics. The whip has advantage on an attack roll
against a creature if at least one of the whip’s’s allies is within 5 feet of
the creature and the ally isn’t incapacitated.
Sneak Attack: +1d6 damage to an opponent when you have
advantage.
Kuo-toan
Chief Whip, medium
humanoid, neutral evil
Armor class: 14 (natural,
dex modifier)
Hit points 29 (6d8+2)
Speed: 20 feet, swim 40 feet
STR
14 (+2), DEX 14 (+2), CON 13 (+1), INT 10 (0), WIS 14 (+2), Cha 7 (-2)
Skills: Acrobatics +5, Perception +5, Stealth +5
Damage Resistance: Electricity, Piercing
Damage Immunities: Poison
Condition Immunities: Charmed, Grappled, Paralyzed,
Poisoned
Senses: Darkvision 60ft, 180 degree vision, Tremor
Sense 10ft, Truesight; Passive Perception 15
Languages: Common, undercommon, Kuo-Toan
Amphibious. Kuo-toa can breathe air and water.
Actions
Multiattack. The Whip makes two attacks: one with its
bite and one with its daggers.
Twin daggers: weapon attack +5 to hit, reach 5 feet, thrown
range 10 feet/2 feet, 2d4+4 piercing, poisoned weapon +1d6 poison damage plus
target poisoned 1 hour
Bite: unarmed attack +5 to hit, reach 5 feet, 1d4+2
damage
Pack Tactics. The whip has advantage on an attack roll
against a creature if at least one of the whip’s’s allies is within 5 feet of
the creature and the ally isn’t incapacitated.
Sneak Attack: +2d6 damage to an opponent when you have
advantage.
Kuo-toan
Eye, medium
humanoid, neutral evil
Armor class: 14 (natural,
dex modifier)
Hit points 22 (4d8+4)
Speed: 20 feet, swim 40 feet
STR 12 (+1), DEX 14 (+2), CON 13 (+1), INT 10 (0), WIS
14 (+2), Cha 7 (-2)
Skills: Perception +4,
Religion +5
Damage Resistance: Electricity, Piercing
Damage Immunities: Poison
Condition Immunities: Charmed, Grappled, Paralyzed,
Poisoned
Senses: Darkvision 60ft, 180 degree vision, Tremor
Sense 10ft, Truesight; Passive Perception 14
Languages: Common, undercommon, Kuo-Toan
Amphibious. Kuo-toa can breathe air and water.
Actions
Pincer staff: weapon attack +3 to hit, reach 5 feet,
1d3+1 bludgeoning, strength save DC 11 to avoid being grappled
Bite: unarmed attack +3 to hit, reach 5 feet, 1d4+1
damage
Lightning bolt: 2 or more clerics may together
generate a lightning bolt. Magical attack +4 to hit, range 100 ft, damage 1d8
lightning per cleric involved, Dexterity save DC 10 for half damage.
Spell-casting: the Eye is a 4th level spellcaster. Its
spellcasting ability is Wisdom. (Save DC 10, +4 to hit with spell attacks).
Eyes have the following spells prepared:
Cantrips (at will): guidance, resistance, sacred
flame, thaumaturgy
1st level (4 slots): bless, guiding bolt, healing
word, shield of faith
2nd level (3 slots): hold person, silence, spiritual
weapon.
Kuo-toan
Priest, medium
humanoid, neutral evil
Armor class: 14 (natural,
dex modifier)
Hit points 33 (6d8+6)
Speed: 20 feet, swim 40 feet
STR 12 (+1), DEX 14 (+2),
CON 13 (+1), INT 10 (0), WIS 16 (+3), Cha 7 (-2)
Skills: Perception +5,
Religion +6
Damage Resistance: Electricity, Piercing
Damage Immunities: Poison
Condition Immunities: Charmed, Grappled, Paralyzed,
Poisoned
Senses: Darkvision 60ft, 180 degree vision, Tremor
Sense 10ft, Truesight; Passive Perception 14
Languages: Common, undercommon, Kuo-Toan
Amphibious. Kuo-toa can breathe air and water.
Actions
Pincer staff: weapon attack +4 to hit, reach 5 feet,
1d3+1 bludgeoning, strength save DC 11 to avoid being grappled
Bite: unarmed attack +4 to hit, reach 5 feet, 1d4+1
damage
Lightning bolt: 2 or more clerics may together
generate a lightning bolt. Magical attack +5 to hit, range 100 ft, damage 1d8
lightning per cleric involved, Dexterity save DC 11 for half damage.
Spell-casting: the Eye is a 6th level spellcaster. Its
spellcasting ability is Wisdom. (Save DC 12, +6 to hit with spell attacks).
Eyes have the following spells prepared:
Cantrips (at will): guidance, resistance, sacred
flame, thaumaturgy
1st level (4 slots): bless, guiding bolt, healing
word, shield of faith
2nd level (3 slots): hold person, silence, spiritual
weapon
3rd level (3 slots): dispel magic, mass healing word,
protection from energy
Kuo-toan
Monitor, medium
humanoid, neutral evil
Armor class: 17 (natural,
dex modifier, wis modifier)
Hit points 45 (8d8+9)
Speed: 40 feet, swim 80 feet
STR 14 (+2), DEX 16 (+3), CON 13 (+1), INT 10 (0), WIS
16 (+3), Cha 7 (-2)
Skills: Perception +6,
Religion +6
Damage Resistance: Electricity, Piercing
Damage Immunities: Poison
Condition Immunities: Charmed, Grappled, Paralyzed,
Poisoned
Senses: Darkvision 60ft, 180 degree vision, Tremor
Sense 10ft, Truesight; Passive Perception 16
Languages: Common, undercommon, Kuo-Toan
Amphibious. Kuo-toa can breathe air and water.
Actions
Multiattack: unarmed strikes and bites.
Unarmed strikes: unarmed attack +6 to hit, reach 5
feet, 2d6+4 bludgeoning, Cons save DC 10 or incapacitated 1 round
Bite: unarmed attack +4 to hit, reach 5 feet, 1d4+1
damage
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