I love Kua Toa. They're such an interesting monster, but they have real problems. Yet even despite that, I was honestly thinking of titling this post "I cannot improve the Kuo Toa" but then I realized that while the sublime concept of these retarded god-maker fishmen is often marred by a stupid execution. So I am here to fix that, once and for all.
Change number 1. I am calling them Kua Toa, instead of Kuo-Toa. I got this idea from Demonac, as well as for much of my vast appreciation for these monsters.
Now, for change number 2...
The Shadow over Innsmouth (and how we misunderstood it)
Perhaps that is inaccurate, but I feel that people misunderstand much of Lovecraft's work. For example, there is some kind of ridiculous conception in some Call of Cthulhu players that there is no hope of ever defeating the horrors that lurk beyond our limited perspective and if you encounter them, you will die. Yet if you look at the original Lovecraft stories, this is often not true. Many of the stories by Lovecraft involve humans using violence against the horrors from beyond the furthest stars and sometimes even winning, even if it is a pyrrhic victory. Hell, the Shadow over Innsmouth ends with the police raiding the eponomyous town and killing quite a few of the Deep Ones.
That being said, the other misconception is how the Deep Ones look and what the true terror of that story is.
Firstly, in my opinion, I believe the Kua Toa's appearance comes from someone who heard about the Shadow over Innsmouth, but never actually read it. They heard "fishpeople" and that's what they drew. But Kua Toa don't look scary really- they look like fish versions of Frog and Toad. You can almost imagine a pair of Kua Toa wearing dapper suits and going to the opera or preparing a surprise party for a mutual friend. So that's problem number one.
Problem number 2 is a bit more esoteric. You see, at the end of every good scary story, there is a twist, as I'm sure you're aware. This twist is a reversal, similar to the punchline of a joke. However, instead of eliciting surprise and inducing laughter, the twist in horror is supposed to chill and make the audience look over their shoulder. The twist in the Shadow over Innsmouth is that in the end, the narrator reveals that his family is related to Innsmouth through one resident of the town who left it generations ago and he inherited her Deep One DNA. As such, he is slowly turning into a Deep One himself. This is the twist of the story and the true horror. The Deep Ones by themselves are scary, but the sublime terror comes not from them, but from the secret fear that there might be something wrong with you, something lurking in the shadow of your family tree that could at any moment, spring out and devour you. Or worse, to transform you into a monster, to rob you of your humanity, to make you exactly like that horror.
But as I pointed out earlier, this is something that most people inspired by the Shadow over Innsmouth forget and its not something you can really create with creatures as dorky looking as the Kua Toa. So what do you do?
by Zoltan Boros
"Look how they massacred my boy."The Poor Man's Deep Ones (and how I fixed it)
So with Kua Toa, we can't really play up the same unknowingly born into corruption angle, but we don't necessarily need to either. For the Kua Toa have unknowingly provided us with the solution. You see, the Kua Toa are especially aligned with cults and strange religions, things that Lovecraft was also fond of including in his stories. So that's how we make the Kua Toa scary. We make them persuasive.
All senior Kua or Kua Toa belonging to the leadership caste get the following ability:
"Proclaim: Anyone who listens to a sermon or speech by this Kua Toa takes 1d6 WIS damage, no save. Covering your ears as an action or making noises to drown out the sound as an action prevents this WIS damage. If the WIS damage taken this way ever equals or exceeds a creature's WIS score, the creature has his WIS returned to normal and gains a Conviction based on the speech he just heard."
You can assign the players who heard the sermon and had their WIS scores reduced to zero any related Conviction, or you can roll on the table below.
Seeds of Conversion
1d6+X [Where X is the number of Previous Convictions you have gained from Kua Toa]
1- I am fascinated with the strange, disgusting and macabre.
2- I am very interested in niche religions.
3- While strange on the outside, I find myself becoming rather fond of these strange, fishy creatures.
4- I always try to understand people, even if they are my enemies.
5- I think these piscine folk make some good points. Their methods could use some work though.
6+- I agree with some of what this Kua Toa is saying, though I still have my doubts.
Anyone who listens to one sermon or speech will find themselves becoming more amicable to the Kua Toa. Anyone who listens to more sermons or spends a lot of time studying literature produced by the Kua Toa will eventually gain so many Convictions relating the Kua Toa that they become an ally of the Kua Toa.
Among the Saved:
by unknown
Kua Cultist
Kua Cultists are non-Kua Toa who are converted to the Religion this band of Kua Toa are currently preaching. They retain all their previous stats from before their conversion, but also gain an incredibly strange worldview based on whatever Religion the Kua who came here preached to them. The statblock below belongs to a 1 HD commoner who was converted to the cause.
Statblock:
Kua Cultist
HD 1 Ac 10 Atk Club (+0, 1d6) or Thrown Rock (+1, 1d4)
Mor 6/11 Saves 7 or less is a success
Faith is my shield: A Kua Cultist has a morale of 11 if he is with his brother cultists or if there is a Kua Toa nearby to encourage him to be brave. If neither of these are true, use the lower option for Morale.
My Life for Thee: A Kua Cultist has sworn his life and soul to his Godlet. When he dies, his life force will immediately be transferred to his Godlet.
Tactics:
- Attack in a swarm
- Mob the least dangerous person
- Flee if things look dangerous, unless dissuaded otherwise
To see how a particular group of Kua Cultist acts, roll on the Piscine Faith table below to see what they were taught.
Piscine Faith
1d4
1- "All mortals are part of one organism and that one organism is the only true Man. The things you call Men or Persons are just tiny components, millions of times smaller than a single hair." These Kua Cultists have non-Kua Toa leaders as well, who function as Kua Toa Priests, but without the Kua specific abilities. These Kua Cultists also practice cannibalism and have a habit of being excessively self-sacrificial.
2- "We are all pawns of the Gods and are not actually in control of our actions, we merely think we are." These Kua Cultists carry barbed and hooked weapons that rip open huge, gaping wounds that do persistent damage until healed. They are also excessively brutal and sacrifice people in a very specific, ritualistic way. Finally, these Kua Cultists tend to be cowardly and flee from battle. If threatened with capture, they will also try to kill themselves.
3- "We are among the true Enlightened and if we prove ourselve virtuous, the Watery One will bring us down to her sunken palace, where we will party and feast for all eternity." These Kua Cultists, if reduced to zero HP by an attack that wouldn't totally destroy them, have a 50% of being able to continue fighting due to a combination of zeal and pain-numbing drugs. These Kua Cultists are fond of indulging in tons of drugs before and during battle. These are their primary advantage, as well as their weakness. They are also excessively courageous, always trying to save their comrades, even if it looks dangerous.
4- "The End of the Age draws near. Soon cataclysms will ravage the land and terrors will overrun the world. But if we manage to purify ourselves of sin and complete the great ritual, we will endure the the disasters and rise as Kings over the New World." These Kua Cultists wear special charms that give them a 2-in-6 chance of reflecting any magical ability or spell used against them against another target. If it strikes another person with a charm like this, the spell keeps reflecting until it finds a target. These Kua Cultists burn Magic-Users, cats and people who seem to well educated at the stake. They are plagued by anti-intellectualism and try to never think too hard, as intelligence is something their cult spurns.
by Frank Frazetta
Kua Fanatic
Some of those converted by the Kua Toa come out a little different. They take their faith to its most logical, and usually violent, end. They become sanctuary guards and bodyguards for the Cult's leadership and when the Cult clashes with local religions or civil authorities, the Kua Fanatics are always on the front line. They have almost no sense of self-preservation and a thirst for blood that can never be sated. They were a really bad person, they realize and they have a lot of catching up to do.
Many Kua Fanatics were criminals or soldiers before they were converted, but some were also adventurers. If a group of Adventurers was sent to investigate a Cult and that Cult turned out to be run by Kua Toa, those adventurers usually end up as Fanatics for the Cult, if they aren't killed before they are captured.
For the latter type of Fanatic, each one should have 1d4 HD and class levels. For the Former type of Fanatic, I have included a statblock below.
Statblock:
Kua Fanatic
HD 2 AC 12 Atk Great Weapon (+2, 1d8/1d8)
Mor 11 Saves 9 or less is a success
Zeal: If a Kua Fanatic is reduced to zero HP, as long as his body isn't destroyed beyond use, such as from being disintegrated, melted by acid or frozen solid, he has a 50% of being able to continue fighting for another round, though he can only make one attack.
My Life for Thee: A Kua Fanatic has sworn his life and soul to his Godlet. When he dies, his life force will immediately be transferred to his Godlet.
Tactics:
- Stay back and identify the most dangerous person
- Rush them
- Have no fear
Kua Toa Warrior
The Kua Toa warriors are the remnant of an ancient fighting force, the degenerate heirs of world-conquerors. Once their people stood astride the whole world. The only reason you aren't aware of their fearsome reputation is because it happened in the oceans and you weren't there. It was also just under two millennia ago, so that also helps. Yet even despite the vast distance and the incomprehensible amount of knowledge that was lost in the Shattering, these Kua Toa have managed to cling to a few scraps of ancient martial wisdom.
The Kua Toa warriors are all trained and disciplined. They fight with the feverish devotion of one facing annihilation, yet they do not give into despair. Their eyes are cold but not dead- behind those wet lenses a deep-rooted love, nay an obsession, with victory can be found. Kua Toa Warriors do not regard themselves as worthless, they have the same sense of self-preservation as you. But they will gladly sacrifice themselves to allow their fellows to triumph. Their ancestors made greater sacrifices then these. They gave unspeakable amounts, made horrible, black bargains to allow the Kua Toa to persist at all. Compared to that, one life is nothing. A mere drop of water crashing upon a stone.
Statblock:
Kua Toa Warrior
HD 1 AC 14 [scale vest, shield] Atk Billhooks or Spears (+1, 1d6+1)
Mor 8 Saves 8 or less is a success
Water Breather: Kua Toa can breathe water as well as air. They suffer no penalties from breathing air.
Strong Swimmer: Kua Toa are powerful swimmers, easily faster in the water than any non-aquatic creature. In water, they are just slightly slower than a horse's canter.
God Seed: If this creatures dies and its soul was not sworn to a pre-existing Godlet, God or other entity, then its loose life energy has a chance equal to its (HD)-in-10 of summoning/creating a new Godlet. Treat this Godlet as per a Godlet with an empty Pool of Power in diffused form. To see what it can do and what it appears as, roll on the tables below.
Martial Training: Kua Toa always receive at least a modicum of martial training. They know how to work together and always have a strategy. To see what strategy this group of Kua Toa knows how to use, roll on the Kua Toa Tactics table below.
My Life for Thee: A Kua Toa Warrior has a 50% of having has sworn his life and soul to his Godlet. If he has made this oath then when he dies, his life force will immediately be transferred to his Godlet.
Tactics:
- Stick to the plan
- Exploit weaknesses in the enemy
- Let tougher or expendable units take the brunt of the damage
- Retreat if things look dangerous
Kua Toa Tactics
1d6
1- Armored Barrage. Half of the Kua Toa will use spears and form a shield wall to protect the ranged units. Anyone who gets close to the shield wall gets stabbed. The other half stay behind the shield wall and throw javelins or darts at the attacking enemies. Continue until the enemy are all dead or the shield wall is broken. If the latter, retreat.
2- Snatch and Grab. A minority of the Kua Toa will carry some nets with them. They will throw nets over some of the enemies, then those with bills will snag those captured in nets and drag them off. The rest will stay behind to try and capture more or to prevent the captured enemy from being rescued.
3- Catch these Hands. The Kua Toa will coat their shields in sticky adhesive then form a shield wall. When attacked, they will stick their enemies to the shields and use this to break the enemy formation by sticking enemies to it and taking them away.
4- Unsure Footing. If the Kua Toa are in a fixed position, they will form a shield wall, but dump grease on the ground in front of them. That way, anyone who gets too close will have trouble keeping their footing and fall. Those that fall will be mercilessly skewered or beaten till they fall unconscious, then dragged into Kua Toa lines.
5- Fire Trap. The Kua Toa are no strangers to fire. When they can, they will use fire to herd their enemies into chokepoints or trap them above water while they make their escape. A common example is to lure their enemies down a tunnel that has only one exit that's not underwater and once the enemy is inside, cover the water entrance with flammable oil and ignite it. Then surround the other exit. The enemies can either try to escape through the unblocked exit and run right into an ambush, a foolish idea, try to fight the Kua Toa underwater, an insane idea, or simply die of smoke inhalation.
6- False Retreat. Attack, then retreat after suffering a few losses. When they follow you, lead them into an ambush. Sometimes you can't beat the classics.
by Vincent Coveillo
Kua Toa Priest
Every Religion needs a Sworn Brotherhood and the many Cults of the Kua Toa are no exception. These are the creatures who get the ball rolling, the ones who convert and prosleytize in the name of their religion. This is a task that is much more difficult than what it at first seems, because the Kua Toa exist in a state of perpetual holy war. Every since the Shattering, the vast majority of their species were cut off from their original pantheon and left to wander the world. Many of these Kua Toa died without the protection of their institutions or their Gods, surrounded by enemies within and without. Without their Gods, without their Religion, the Kua Toa found themselves no longer a united people, but a fractured mess of tribes. Some clung to the old ways, but for those that didn't, it looked like it might be doom for them.
Some of the Kua Toa refused this fate though. These inspired souls, they would not go quietly into that good night. For they had an idea. They had been rejected by the old Watery Gods, so they would find new Divine Protectors. Each of these inspired Kua Toa took to the streets, preaching and prosleytizing their own religion. They drew other Kua to themselves, forming communities around these nascent religions. Within a few years, hundreds of small cults had grown up in the ruin of the old Empire. Within a decade, thousands had formed. And now, so many, many years later, the number is countless. Every Kua Toa who is not among the remnant that clung fast to the old ways is now part of some minor cult. These cults are locked in a struggle with each other and with outsiders, each one struggling to assert themselves over the others.
And the Kua Toa Priests are the ones on the tip of that metaphysical spear. While they do not fight on the front lines, they do often act as the leaders, usually holding powers both secular and spiritual. They are the ones who convert others and lead their cult, directing its movements. All the other members of a Kua Cult can die, but if the Priest survives, the Cult can be rebuilt. It will take years, but it can be done. But if the Priest is dead, regardless of a Cult's power, it usually withers and dies, usually being consumed by a rival Kua Cult. Priests know this and that is why they fight with such terrible ferocity, for they know they are balanced on the knife-edge of oblivion. There is no middle way for them. They will win or they will die.
Statblock:
Kua Toa Priest
HD 3 AC 13 Atk Trident [Throwable] (+3, 1d6/1d6)
Mor 7 Saves 9 or less is a success
Water Breather: Kua Toa can breathe water as well as air. They suffer no penalties from breathing air.
Strong Swimmer: Kua Toa are powerful swimmers, easily faster in the water than any non-aquatic creature. In water, they are just slightly slower than a horse's canter.
God Seed: If this creatures dies and its soul was not sworn to a pre-existing Godlet, God or other entity, then its loose life energy has a chance equal to its (HD)-in-10 of summoning/creating a new Godlet. Treat this Godlet as per a Godlet with an empty Pool of Power in diffused form. To see what it can do and what it appears as, roll on the tables below.
Proclaim: Anyone who listens to a sermon or speech by this Kua Toa takes 1d6 WIS damage, no save. Covering your ears as an action or making noises to drown out the sound as an action prevents this WIS damage. If the WIS damage taken this way ever equals or exceeds a creature's WIS score, the creature has his WIS returned to normal and gains a Conviction based on the speech he just heard.
Spellcaster: Kua Toa Priests have innate spellcasting abilities. They know 3 spells and can cast them with no chance of triggering Chaos. The Priests must still power their spells with life energy though, having three spellcasting dice that burn out on a 5 or 6.
Tactics:
- Never fight fair
- Target weaknesses ruthlessly
- Surviving is the ultimate objective, your followers are mostly expendable
source unknown
Kua Toa Monitor
The Kua Toa are ruled by their Priests, but their Cults could not survive without the protection of the Monitors. Kua Toa Monitors are among the most mortal powerful warriors from the Blue World. They possess unparalleled physical abilities and martial techniques that shame all but the most skilled of land-dwellers. They are Fist Art users, heirs of an ancient tradition going back thousands of years. Along with their techniques, Monitors also possess incredible Chi that enhances the speed of their movements, reactions and actions. The weakest of Monitors is merely an expert combatant, but the greatest of their kind rival the great Magical Beasts.
Monitors are trained in Fist Arts, but they are closer to Paladins than Fighting Men or Monks. They draw power from outside of themselves, but they are still plenty strong by themselves.
Statblock:
Kua Toa Monitor
HD 1d4+2 AC 16 Atk Unarmed Strike (+4, 1d8/1d8)
Mor 9 Saves (5+HD) or less is a success
Water Breather: Kua Toa can breathe water as well as air. They suffer no penalties from breathing air.
Astounding Swimmer: Kua Toa Monitors are amazing swimmers, easily faster in the water than any non-aquatic creature. They can even keep up with fast moving boats and chase down marlins.
God Seed: If this creatures dies and its soul was not sworn to a pre-existing Godlet, God or other entity, then its loose life energy has a chance equal to its (HD)-in-10 of summoning/creating a new Godlet. Treat this Godlet as per a Godlet with an empty Pool of Power in diffused form. To see what it can do and what it appears as, roll on the tables below.
Proclaim: Anyone who listens to a sermon or speech by this Kua Toa takes 1d6 WIS damage, no save. Covering your ears as an action or making noises to drown out the sound as an action prevents this WIS damage. If the WIS damage taken this way ever equals or exceeds a creature's WIS score, the creature has his WIS returned to normal and gains a Conviction based on the speech he just heard.
Quick on their Feet: Kua Toa Monitors are able to run and change directions incredibly quickly. For purposes of changing directions, dodging out of the way of things and performing other acrobatic stunts, Monitors have a DEX of 17(+2). Add this bonus to any initiative contests the Monitor is in. Finally, Monitors are powerful jumpers and are able to easily leap up to 20 feet into the air, or up to ten feet into the air if they leap out of water.
Counter: Kua Toa may reduce the damage of two attacks per round by 1d8. They may do this against ranged attacks as well, but only against things that something that could be conceivably be caught by someone, such as an arrow. They could not catch a bullet unless they had additional magical items or protection. Additionally, if a Kua Toa reduces someone's melee attack to zero damage, the Monitor may force that creature to save. On a failed save, the Monitor may disarm the creature, temporarily disable that limb or appendage, or throw that creature. On a successful save, the creature merely takes the difference in rolls as damage, but is otherwise unaffected.
Special Training: All Kua Toa Monitors have special techniques that make them unique among their kind. To see which technique this Monitor has, roll on the Soldier of the Sea table below.
Tactics:
- Target the weakest
- Attack then retreat
- Never sacrifice yourself
Soldier of the Sea
1d6
1- This Kua Toa Monitor can blast waves of water from its fists when it makes unarmed strikes. These can be used to do normal damage against creatures within 30', or the Monitor can choose that these blasts of water do no damage but instead freeze upon impact, trapping the creature(s) hit in ice. A creature hit with one blast is half-frozen in ice and has half their body trapped, while a creature hit by two is totally trapped in ice.
2- This Kua Toa Monitor can create blades of ice on his fists, allowing him to deal sharp instead of blunt damage. Also, every 1d4 rounds he can create a cloud of ice shurikens that do 3d6 damage against everyone in a 30' cone, save for half.
3- This Kua Toa Monitor can, as an action, create whirlpools in water and vortexes in air. These vortexes or whirlpools suck in everything within 30' and slam it into the other things it has sucked in, doing 4d6 damage, divided evenly among the creatures dragged into the whirlpool or vortex. You avoid being sucked in by succeeding a STR Saving throw. Also, if it is a whirlpool, unless you can breathe water there is a good chance of drowning.
4- This Kua Toa Monitor can control the natural electrical currents flowing through his body and upon hitting someone, can deal an extra 1d6 electrical damage and force that creature to save. On a failed save, that creature is paralyzed as long as the Monitor can maintain physical contact with it. The Monitor may also choose to do a free 1d6 electrical damage to the creature on its turn, as long as it sacrifices one unarmed strike and maintains physical contact.
5- This Kua Toa Monitor can, as an action, heat the water around his fists, feet, elbows or knees causing the area to be surrounded by steam. It takes an action to heat the water around his appendages with his chi and the obvious danger posed by such blows causes him to make them with a +2 bonus, with the bonus damage not contributing to his damage roll. However, on a hit, the target takes an additional +2d6 fire damage as the steam sears its flesh.
6- This Kua Toa Monitor is a master of the Vacuum Punch, the Master Technique for Kua Toa Karate.
by Fallonart
Godlet
The Kua Toa are a cursed people. Because of their sins, no God will touch them and even most Outsiders find them distasteful. Spiritually, the Kua Toa are homeless. But they have not taken this fact sitting down. The Kua Toa have attempted to remedy this situation through their cults and priests and of course, through their "Gods". For you see, whenever there are a group of people in a desperate situation, they will always attract opportunists. The Shattering of the Kua Toa nation was no exception.
The Priests of these new Cults were generally not the instigators of trying to form these new religions, these came from the small spirits that infected the Priests. These small spirits were weaker than Outsiders, little stronger than spells. They would be the spiritual equivalent of buzzards or carrion eaters, lowly creatures who can only feed off the ruin and suffering of others. And in the Kua Toa, they have found a feast.
These creatures, which I will henceforth be calling Godlets, have grown fat and mighty thanks to their fishy subjects. The only problem is the obvious one- they need more. Not just because of ambition or greed, but because of the Godlet's very nature. They were originally small, frail spirits who have grown in size and majesty in proportion to the number of souls they have feasted on. But they were only ever able to achieve that size because of the amount of life energy they consumed. That energy is the only thing keeping them as they are, were they to be cut off, the Godlets would shrink back down to become tiny, insignificant spirits. This is a fate they are desperate to avoid, having finally tasted glory. As such, the Godlets pursue more souls with a feverish intensity. They also guard the souls they do possess for the same reasons.
Statblock:
Base Godlet
HD X AC 10 Atk (+1, 1dX, 1dX) or Power
Mor 7 Saves X or less is a success (or 7, if X<7)
Variable HP: Godlets have variable HP. To determine how much HD a Godlet currently has, roll on the Cult Size/Cult Fatality Table below.
Variable Strength: Godlets do a varying amount of damage based on the amount of life energy they have consumed. Roll on the Cult Size/Cult Fatality Table below.
Materialization: Godlets are small spirits that can exist in a diffused state or a materialized state. While in a diffused State they are immaterial and cannot affect the physical world, but they only be seen with someone who is using Sight Beyond Sight. Additionally, in their diffused state, they can immediately tell if one of their subjects has died, as long as that subject has sworn his soul to the Godlet. In contrast, in their materialized form, a Godlet can interact with physical objects and use their Power to affect the world or creatures that are not pure spirit. Godlets can materialize as a full action but de-materialize and return to their diffused state as a free action. If a Godlet is killed in its materialized form, it dies permanently.
Pool of Power: Godlets have pools of power that they use to keep themselves functioning. These pools consist of d8s that the Godlet has gotten from their followers dying or from those who were sacrificed to the Godlet, with 1 HD giving the Godlet 1 d8. These d8s are used up whenever the Godlet uses them for anything. The Godlet must also use some of their d8s to remain in this world. For each round of combat they participate in or each hour they are physically present in the world, they must sacrifice one d8. Additionally, if the Godlet runs out of d8s and their pool is empty, the Godlet cannot use their power anymore. They also have a choice. If they remain in their materialized form, they will be trapped in a 1 HD body with no powers or abilities and 8 HP. Each hour they remain in this body, they lose 1 HP as their body begins falling apart. They die when they hit zero HP. You can also kill them. They can leave the body as a free action.
If they leave their powerless vessel and return to the Plane of Spirit, they will immediately be brought to the location of the nearest surviving group of people whose souls have been sworn to them. If there are no such people though, all having perished or renounced their religion and Godlet, the Godlet is immediately banished from this plane of existence and returns to the Spirit World.
Power: All Godlets have a special Power. Roll on the Pseudo-Divine Power Table to see what it is.
Proclaim: Anyone who listens to a sermon or speech by this Godlet takes 1d6 WIS damage, no save. Covering your ears as an action or making noises to drown out the sound as an action prevents this WIS damage. If the WIS damage taken this way ever equals or exceeds a creature's WIS score, the creature has his WIS returned to normal and gains a Conviction based on the speech he just heard.
Tactics:
- Always pretend to be stronger than you are
- Try to convert people
- Fight lazily, with the least amount of effort possible
To create your own Godlet, roll on the tables belows.
Cult Size/Cult Fatality Table
1d4
1- Tiny. The Cult is likely composed of only a few households, their kinsmen and their neighbors. You'd likely never even notice this Cult, unless you live right next door. If in the wilderness, inhabits a tiny, remote village. If in an urbanized area, is sheltered within an otherwise unremarkable organization. The Godlet has 3 HD, an attack bonus of +0, its attacks do 1d6 damage and it has 2d8 in its Pool of Power. It has the Power to spend 1d8 from its Pool to regenerate 1 HD and 1 additional Power. Roll once on the Pseudo-Divine Power Table.
2- Small. This Cult is small, easily managable. It is composed of a few dozen families or the majority of a small town. The Cult is too large to easily hide, but as long as the local authorities don't get involved, the Cult dominates everything within its immediate vicinity. The Godlet has 5 HD, an attack bonus of +1, its attacks do 1d8 damage and it has 4d8 in its Pool of Power. It has the Power to spend 1d8 from its Pool to regenerate 1 HD and 2 additional Powers. Roll once on the Pseudo-Divine Power Table.
3- Worrisome. This Cult is large enough that the local authorities are definitely aware and if they aren't completely inept , corrupt or in on it, they know. However, they don't want to move aggressively against the Cult, as the potential damage the Cult could do would be quite high. A group of roguish outsiders with no ties suddenly intruding into delicate situation could easily be a disaster, or they could save the day. Regardless, the situation is a tinderbox. The Godlet has 7 HD, an attack bonus of +2, its attacks do 1d10 damage and it has 6d8 in its Pool of Power. It has the Power to spend 1d8 from its Pool to regenerate 1 HD and 1d4 additional Powers. Roll once on the Pseudo-Divine Power Table.
4- Big. This Cult has hundreds of members or more and dominates every reasonably large institution in the area. It may be a secret, open or otherwise, but even if its not widely known, people realize that they are under new management. This Cult is easily large enough to dominate a small geographic region, an island or a city-state. The local institutions that could have stopped the Cult are either in the hands of Cult members or the magistrates are being black-mailed or threatened into standinb by. The Godlet has 9 HD, an attack bonus of +3, its attacks do 1d12 damage and it has 8d8 in its Pool of Power. It has the Power to spend 1d8 from its Pool to regenerate 1 HD and 1d6 additional Powers. Roll once on the Pseudo-Divine Power Table.
Pseudo-Divine Power Table
1d20
1- Heat Vision. The Godlet can fire lasers from its eyes. It can make up to 2 attacks with its laser vision, each one costing 1d8 and doing an equivalent amount of fire damage. The Godlet can target one creature with both attacks or two adjacent creatures, but both lasers require a separate attack roll.
2- Animating the Dead. The Godlet can spend any number of d8s it wants to animate a corpse and raise it as a X HD Undead, where X is the amount of d8s the Godlet spent. This Undead does not have any particular loyalty to the Godlet and is not under its control.
3- Healing. The Godlet can spend any number of d8s it wants to heal a creature up to Xd8.
4- Sight Beyond Sight. The Godlet can spend 1d8 to give itself Sight Beyond Sight for 1 minute.
5- Awaken Animals. The Godlet can Awaken a plant or animal for 1d8, as per the Awaken spell.
6- Animate Objects. The Godlet can animate objects as per the Soul of Things spell.
7- Fists of Lightning. The Godlet can, upon a hit or when touching someone, spend 1d8 to deal 1d8 electrical damage to that creature.
8- Create Ice. The Godlet can create a structure of ice by spending an equivalent amount of d8. Creating a square foot requires 1d8, a wall requires 2d8, a cage or large pillar 3d8 and anything larger is up to the Referee's discretion.
9- Create Illusions. The Godlet can spend 1d8 to create an illusion up to the size of a horse that lasts for 1 minute. This illusion is merely visual, but for an additional 1d8 per extra effect, the Godlet can add an additional sense the illusion affects, such as giving it a smell, letting it make sound, or extending the time limit by 1 minute.
10- Telekinesis. The Godlet can, by spending 1d8, move an object no heavier than an apple as if it was being manipulated by the Godlet's hand. The Godlet can only throw it as hard as the Godlet itself could. The Godlet can spend an additional 1d8 to increase the size of an object from an apple to a person (2d8), a horse (3d8) or something larger (Referee's discretion).
11- Fly. By spending 1d8, the Godlet can fly for 1 minute.
12- Control Fire. By spending 1d8, the Godlet can either blast a bolt of fire at a creature or create a wall of fire. If the former, the Godlet must make an attack roll. On a hit, the target takes 1d8 fire damage. If the latter, the wall of fire deals 1d8 damage to anyone within 5' and anyone who touches it takes the same amount of damage, plus the damage from being that close to the wall of fire. The wall of fire can be kept up as long as the Godlet desires, but requires 1d8 a round to remain where it is.
13- Control Water. By spending 1d8, the Godlet can either blast a wave of water at someone or create a bubble of water around a creature. If the former, the Godlet must succeed on an attack roll and the creature takes 1d8 damage and must succeed a STR saving throw or be knocked prone. If the latter, the Godlet must spend 1d8 a round to keep the bubble of water around someone in existence and the person takes no damage, but immediately begins suffering all the difficulties of being underwater.
14- Control Earth. By spending 1d8, the Godlet can erect a small structure of earth or move up 1 cubic feet of earth as an action. By spending additional dice, the Godlet can create larger structures or move more earth. Consult the Create Ice Power for numbers on how much would be needed.
15- Control Air. By spending 1d8, the Godlet can blast a wave of air at one creature within 50' or all creatures within 10'. Any creature hit by this ability must succeed a STR saving throw or be knocked prone.
16- Control Metal. By spending 1d8, the Godlet can control 1 piece or object made of metal for 1 minute. It can steal your swords or make your armor try to pull you into a body of water, or it could make your buttons fly off and try to blind you.
17- Harden Flesh. By spending 1d8, the Godlet can make its flesh hard as steel and unable to affected by anything that could not harm a metal statue for 1 minute. Note that the Godlet is not literally made of metal when this effect is active though, but they are slower and heavier, with a -1d8 penalty to DEX checks, DEX saving throws and attack rolls. The Godlet can also end this effect at any time.
18- Enhance Strength. By spending 1d8, the Godlet can gain a +1d8 bonus to a damage roll or a check or saving throw based on STR.
19- Enhance Speed. By spending 1d8, the Godlet can move up 1d8 slots in the initiative order or gain a +1d8 bonus to any check or saving throw based on DEX.
20- Turn Immaterial. By spending 1d8, the Godlet can turn its body immaterial for 1 minute. It may pass through solid objects and cannot be affected by non-magical damage for the duration. It also cannot affect anything non-magical during this time.
What does the Godlet look like?
All Godlets look like bestial or distorted versions of the last thing the Kua Toa saw, plus...
1d8
1- 1d8 Tentacles
2- 1d10 Eyes
3- Gills
4- It constantly drips blood!
5- It is wounded. This wound is obvious and never heals. This wound has a 50% chance of being decorative and an equal chance of being a weakspot.
6- It is pereptually surrounded by a glowing aura.
7- It is covered in quills or spines.
8- If it has eyes, they glow! If it doesn't, light emerges from whatever orifices or openings a normal version of that person or object would have had.
Does this Godlet have any Rivals?
1d3
1- No, this current Cult is dedicated to it alone.
2- Yes. There are two Godlets in this area. These Godlets have a 50% of being allies and being worshiped together or an equivalent chance of being locked in a dualistic struggle. If the latter, the Cult is actually two Cults fighting a shadow war against each other, the two Godlets trying to overpower each other through proxies. They are avoiding direct conflict for now, but they will fight personally if the conflict grows desperate or they believe total victory is within their grasp.
3- Yes. There are 1d4 Godlets in this area. Each of the Godlets has a 50% of despising any of the other Godlets and an equal chance of loving them. Gods that are fond of each other will be allies, Gods that hate each other will be enemies. If a God finds that they hate a God who loves them but they also have other Gods they hate, they will usually allow the one that loves them to continue existing.
from the Dungeons and Dragons wiki
I really like your take, and the tables. Especially pulling them out of the underdark and putting them back in the sea where they belong with the cults and all the other stuff that made them fun instead of just being a statblock with fishy appearance.
ReplyDeleteOne thing you are missing are the crossbreeds (maybe I missed them, i'm tired) anyway, I never liked the fish sex aspect of Deep Ones. PLayers are never gonna fall for it anyway so even though it provides intersting encounters it misses some of the horror. I think it would be better to have cultist dine on Kua Toa eggs during rituals (caviar, don't mind if I do) and get the hybrid action that way. That might also cause a bit of body horror among players when/if they find out and aren't sure what was in that pie they had the other day.
Thank you, I appreciate the compliment. And I will consider it. I feel like the idea of invoking the sexual horror of screwing the fish people doesn't really fit the Kua Toa, as they usually seemed either too dorky or too religious, depending on the version. I can't really see a situation where the non-Kua would want to have sex with these gross fishmen or that Kua Toa would want to have sex with non-Kua, or maybe just sex period. They seem like the type that would strictly oppose sex outside of marriage or other religious confines. Though the idea of a Kua Toa sex cult is an interesting idea. I will consider it, along with your other suggestions.
DeleteTo be clear I don't like the fish sex, it works for books but it lame for RPG.
ReplyDeleteI do like the cross-breeds that can walk amongst humans and spread the cult though. So I was suggesting an alternate way to have that.
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ReplyDeleteor
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or
call/whatsapp:+2349057261346