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Odd fishlike beings once stranded in this demiplane after their escape from the feydark. Their mad worship driven to a maximum in this new location, caused the Kuo Toa to be almost instantly be changed by the Hyxia Crystal’s influence. Their scaly hide became a gray-ish crystal, and their madness only became worse. Their form barely resembled their former, and are now Quaz-Toa.

Stressful Creators

In their former life, the Quaz-Toa invented gods to protect them from the imminent threats, such as drow and other underdark dwellers. However, as their madness was turned into overdrive, they found themselves paranoid and were no longer suited to live in groups. Somehow, some Quaz- Toa survived, as their odd power was amplified over during stress, they could briefly defend themselves with the power of the Hyxia Crystal, albeit unknowingly.

Mitosis

Quaz-Toa rarely reproduces in normal ways. Their mistrust towards their own kind has resulted in a sparse amount of new life. Their reproductive organs still function, however. The most common way for new Quaz-Toa is by the stress. In some circumstances, a Quaz-Toa wills a copy of itself into existence to fight of threats. Although after the fight is done, the paranoia of the Quaz-Toa expects the other to attack, so they flee or fight to the death.

Earthen Homes

The newfound race, formerly preferred emergence in water, now they wish to dive into the earth. As a form of defense, Quaz-Toa’s make large burrows, in which they place odd traps and other ways of redirecting creatures away form it. Some Quaz-Toa constructs such a burrow that they can sustain themselves without having to leave. Only other burrowers prove a threat to these Quaz-Toa.

Quaz-Toa

Medium humanoid (quaz-toa), chaotic evil

Armor Class 15 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft., burrow 30 ft.

STRDEXCONINTWISCHA
12 (+1)15 (+2)13 (+1)13 (+1)13 (+1)14 (+2)


Skills Perception +5
Senses passive Perception 20 (+5 from paranoia)
Languages Undercommon
Challenge 3 (700 XP)

Otherworldly Sense. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Paranoia. The Quaz-toa continues to look around for danger. It has advantage on perception checks and has a +5 to its passive perception.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2). It must succeed on a DC 14 Constitution saving throw or take 1d4 psychic damage and become frightened of the Quaz-Toa for 1 minute. It can repeat this saving throw at the end of its turns. On a successful save, the creature is immune to the fear of the Quaz-Toa

Spear. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2).

REACTIONS

Stressful Defense. When the Quaz-Toa is hit with an attack, it overstresses and causes one of the following effects. Roll a d6, consult the table below what effect takes place.

D6Effect
1A creature within 60 feet suffers psychic
episodes. It must succeed on a DC 14
Intelligence saving throw or it takes 10 (3d6)
psychic damage and it can only use either an
action or a bonus action on its next turn.
2The earth around the Quaz-Toa trembles. Each
creature within 15 feet of the Quaz-Toa that is
standing on the surface or is burying in it must
succeed on a DC 14 Strength saving throw or
take 7 (2d6) bludgeoning damage and fall prone.
A buried creature does not fall prone, but takes
an additional 7 (2d6) bludgeoning damage.
3Pink light starts shining from small parts of the
Quaz-Toa’s crystal hide. Each creature within 30
feet of it must succeed on a DC 14 Wisdom
saving throw or become charmed by the Quaz-
Toa until the end of their next turn.
4A 20 by 10 foot crystal formation shoots from
the ground. Each creature in its area takes 3
(1d6) bludgeoning damage. The formation
remains there indefinitely. It has an AC of 16 and
40 hit points per 5 feet square.
5The Quaz-Toa becomes invisible until the end of
its next turn.
6The Quaz-Toa splits in two entities. Both have
the same hitpoints and abilities as its current
form. Quaz-Toa are hostile towards one another,
but kill other creatures first.

If the effect has a target, it targets the creature that hit it, if possible. If it is not possible, the Quaz-Toa

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