Kalas-Toa

Medium humanoid, neutral evil

Armor Class 13 (natural armor, shield)
Hit Points 18 (4d8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 11 (+0) 11 (+0) 10 (+0) 8 (-1)

Skills Perception +4
Senses darkvision 120 ft., passive Perception 14
Languages Undercommon, Kalas-Toan
Challenge 1/4 (50 XP)

SPECIAL TRAITS

  • Amphibious. Kalas-toa breathe both air and water.
  • Slimy. All rolls made by kalastoa in sunlight to attack or see with Wisdom (perception) are at disadvantage.
  • Sensitive Eyes. While in sunlight, the kalas-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  • Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
  • Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.

REACTIONS

  • Goopy Shield. Melee attacks that miss a kalas-toa may become stuck on shield’s goopy coating. The opponent must make a Strength saving throw (DC 11) or their weapon becomes stuck. Unless they let, go, the wielder becomes grappled and is unable to use their weapon. Weapons are pulled free from the shield using an action and making another Strength check (DC 11).

ABOUT

The kalas-toa are a race of subterranean fishmen. They possess long, gangly bodies with dark scales and light underbellies. Their stomachs are typically distended and paunch. They have large, broad bulbous eyes, located on the sides of their thin fish-shaped heads, that constantly swivel and dark back and forth. Their voices sound like the gurgling noises of a drowning man. Their hands and feet are webbed, and their skin exudes a slimy coating. Kalas-toans do not wear armor, instead they use harnesses to carry equipment and decorate themselves with pearls, beads, and shells. They can breathe both air and water and move equally well on land or sea.

The kalas-toan are organized into a rigid theocracy. For every group of four warriors (4, 8, 12, and so on) there is a 1-2 on d6 cumulative chance of a cleric (6th or 7th level), called a Whip, leading the warband. Whips are devotees of an evil and obscure deity called the Matron of the Deep – a strange lobster-headed female of their species. The presence of a whip inspires kalas-toan warriors.

For every whip-led warband of kalas-toa, there is a cumulative 2 on d6 chance of an elite class of fanatical clerics called monitors. Monitors are normally between 7th to 10th level and move at double normal rate.

Monitors are ferocious religious zealots and eschew weapons in combat. They border on the edge of insanity. (1-2 on d6 chance they will go insane during combat.

A kalas-toan warband or patrol may (50%) include a group of 1d8+6 random slaves, normally with their tongues cut out. Slaves can include dwarves, derro, orcs, goblins, kobold, norkers, etc. Their deity, the Matron of the Deep, demands the ritualistic blood sacrifice of surface-dwellers and enemies.

They reproduce in special ritual spawning pools that are heavily-guarded and considered sacred. Kalastoan speak their own language. Warband leaders, whips and monitors may also speak duergar and drow.

They will speak other languages, subject to various races in their vicinity.

Section 15: Copyright Notice

Dwarrowdeep 5E, Copyright 2022; Greg Gillespie.

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