Sunday, September 21, 2014

Yes, I have succumbed to 5th edition, too. But look, kuo-toa!

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.


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