Pliil Seachild set herself an ambitious goal as soon as she could reason. Her earliest memory is of a svirfneblin attack on her home before she and her fellow spawnmates could even breathe air. Submerged at the edge of the spawning pool and sheltered by some rocks, she watched as the svirfneblin slaughtered many of the young kuo-toa. Pliil then saw the terrible fury the clerics unleashed upon those who had killed the spawnlings and knew that she wanted to be as powerful and awe-inspiring as those spellcasters. Ever since, she has devoted every scrap of energy she possesses to becoming a better servant of the great Sea Mother.
Pliil Seachild: Kuo-toa cleric 5/Sea Mother whip 2 of Blipdoolpoolp; CR 9; Medium monstrous humanoid (aquatic); HD 2d8+6 plus 5d8+15 plus 2d8+6; hp 64, Init +0; Spd 15 ft; AC 24 (touch 10, flat-footed 24); Base Atk +7; Grp +9; Atk +10 melee (1d10+5, +2 pincer staff); Full Atk +10/+5 melee (1d10+5, +2 pincer staff); SA lightning bolt, pincer staff, punish the infidels, spells; SQ: adhesive, amphibious, electricity resistance 15, immunities, keen sight, light blindness, rebuke undead 3/day, slippery; AL NE; SV Fort +11, Ref +2, Will +10; Str 15, Dex 10, Con 16, Int 10, Wis 21, Cha 10.
Skills and Feats: Concentration +8, Escape Artist +8, Knowledge (religion) +10, Search +6, Spellcraft +5, Spot +11; Combat Casting, Extra Turning, Quicken Spell-Like Ability (Punish the infidels).
Lightning Bolt (Su): Pliil can join with one or more kuo-toa whips to generate a stroke of lightning every 1d4 rounds. She must join hands with them to launch the bolt but need only remain within 30 feet of any whip in the group while it builds. The resulting lightning bolt deals 1d6 points of damage plus 1d6 per additional whip, but a successful Reflex save halves this amount (DC 16 + number of whips).
Punish the Infidels (Sp): At 2nd level Pliil can curse her enemies. Every opponent within 30 feet who can see and hear her suffers the effect of a doom spell (caster level 2nd; save DC 16).
Adhesive (Ex): Pliil can use her own body oil and other materials to give a shield a finish almost like flypaper, capable of holding last any creatures or items that touch it. Any creature that makes an unsuccessful melee attack against Pliil must make a DC 14 Reflex save or the weapon sticks to her shield and is yanked out of its wielder's grip. A creature using a natural weapon is automatically grappled if it gets stuck. Pliil requires one hour and special materials costing 20 gp to coat a shield with adhesive, but the secretion remains sticky for up to three days, or until it actually catches something or someone, whichever comes first. Successfully trapping a creature or item uses up the adhesive, so the shield can trap no further creatures or items until its coating is replenished. Pulling a stuck weapon or limb from a shield requires a DC 20 Strength check.
Immunities (Ex): Pliil is immune to poison and paralysis. The various hold spells also have no effect on her, and her keen-sight automatically detects figments for what they are.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight at a daylight spell) blinds Pliil for 1 round. In addition, she takes a -1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light.
Slippery (Ex): Pliil secretes an oily film that makes her difficult to grapple or snare. Webs (magic or otherwise) don't affect her, and she usually can wriggle free from most other forms of confinement.
Spells Prepared (6/7/5/5/4): 0 - create water (2), cure minor wounds, detect magic, guidance, virtue; 1st - bane, bless, command, divine favor, inflict light wounds, protection from chaos, shield of faith; 2nd - bear's endurance, bull's strength; mark of the outcast, silence, summon monster II; 3rd - control water, cure serious wounds, invisibility purge, protection from energy, searing light; 4th - dismissal, imbue with spell ability, rushing waters, wall of dispel magic.
Domains: Destruction (smite 1/day), Evil (cast evil spells at +1 caster level), Watery Death (smite non-aquatic creature 1/day).
Possessions: +2 pincer staff, +2 feeler plate, potion of cure moderate wounds, potion of fly.
Moolowik Holy/Sample Inquisitor Of The Drowning Goddess
Moolowik Holy is ambitious. He wishes to gain status for himself in his kuo-toa community and believes that a career as an inquisitor of the Drowning Goddess represents his optimal path to power. Moolowik enjoys his enhanced social standing among the kuo-toa and relishes the fear he generates with his mere presence.
Moolowik Holy: Male kuo-toa Monk 5/Rogue 1/Inquisitor of the Drowning Goddess 2; CR 10; Medium monstrous humanoid (aquatic); HD 2d8+8 plus 5d8+20 plus 1d6+4 plus 2d8+8; hp 83; Init +2; Spd 20 ft. , swim 50 ft. ; AC 25, touch 19, flat-footed 23; Base Atk +6; Grp +10; Atk +8 melee (1d4+3, bite) or +9 melee (1d6+2, unarmed strike) or +9 melee (1d4+3, +1 steel fins ); Full Atk +8 melee (1d4+3, bite) or +9/+4 melee (1d6+2, unarmed strike) or +9/+4 melee (1d4+3, +1 steel fins )or +7/+7/+2 melee (1d6+2, unarmed strike, flurry of blows) or +7/+7/+2 melee (1d4+3, +1 steel fins, flurry of blows); SA fear aura, flurry of blows, sneak attack +1d6; SQ adhesive, amphibious, darkvision 60 ft. , electricity resistance 10, evasion, grappling adhesive, immunities (paralysis, poison), keen sight, light blindness, mien of justice, purity of body, slippery, slow fall 20 ft. , still mind, trapfinding; AL LE; SV Fort +11, Ref +14, Will +15; Str 14, Dex 14, Con 18, Int 10, Wis 20, Cha 10. Skills and Feats: Concentration +12, Diplomacy +2, Escape Artist +10, Intimidate +8, Knowledge (religion) +8, Listen +12, Search +4, Sense Motive +21, Spot +20, Swim +10; Alertness, Deflect Arrows, Dodge, Improved Unarmed Strike, Mobility, Spring Attack, Weapon Focus (unarmed strike).
Fear Aura (Su): As an inquisitor of the Drowning Goddess, Moolowik Holy can project a fear aura to a radius of 20 feet for 2 rounds. Any foe in the affected area must make a Will save (DC 12) or be affected as if by a fear spell.
Adhesive (Ex): Moolowik can use his own body oil and other materials to give a shield a finish almost like flypaper, so that it can hold fast any creatures or items touching it. Anyone who makes an unsuccessful melee attack against him must succeed on a Reflex save (DC 14), or the attacker's weapon sticks to the shield and is yanked out of its wielder's grip. Creatures using natural weapons are automatically grappled if they get stuck. Moolowik does not normally use a shield, since it interferes with his monk abilities.
Amphibious (Ex): Although Moolowik breathes by means of gills, he can survive indefinitely on land.
Evasion (Ex): If Moolowik makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Grappling Adhesive (Ex): Moolowik Holy knows how to effectively utilize a kuo-toa's natural adhesive with grappling and with disarm. He gains a +2 bonus on grapple checks made to start or maintain a grapple and a +2 bonus on disarm checks made with his bare hands.
Immunities (Ex): Moolowik is immune to poison and paralysis. As a 5th-level monk, he is also immune to all diseases except for magical diseases such as mummy rot and lycanthropy. Keen Sight (Ex): Moolowik has excellent vision thanks to his two independently focusing eyes. His eyesight is so keen that he can spot a moving object or creature even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creatures avoid his notice.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Moolowik for 1 round. On subsequent rounds, he is dazzled while operating in bright light.
Mien of Justice (Ex): Moolowik gains a +4 insight bonus on Intimidate and Sense Motive checks (already factored into the above statistics).
Purity of Body: Moolowik gains immunity to all diseases except for magical diseases such as mummy rot and lycanthropy.
Slippery (Ex): Moolowik secretes an oily film that makes him difficult to grapple or snare. Webs, magic or otherwise, don' t affect him, and he usually can wriggle free from most other forms of confinement.
Slow Fall: When within arm's reach of a wall, Moolowik can use it to slow his descent while falling. He takes damage as if the fall were 20 feet shorter than it actually is.
Still Mind: Moolowik Holy gains a +2 bonus to saving throws against spells and effects from the Enchantment school. Trapfinding: As a rogue, Moolowik Holy can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Possessions: +1 steel fins, gauntlets of ogre power, periapt of Wisdom +2, bracers of health +2, ring of protection +1.
Qod Backspeaker/Sample Prime Underdark Guide
Qod Backspeaker felt extremely under-challenged in her quiet village under the Far Forest. She wanted more for herself than the simple crafter's life that everyone else in her village had. She wanted to maker her life matter, to do some good, and to help others. Thus, at the age of sixteen, she left and never once looked back. After a few years, she met a prime Underdark guide and decided that this profession offered a way she could feel fulfilled.
Qod Backspeaker: Female chitine rogue 5/prime Underdark guide 5; CR 11; Small monstrous humanoid; HD 2d8+2 plus 5d6+5 plus 5d6+5; hp 56; Init +8; Spd 30 ft., climb 20 ft.; AC 21, touch 16, flat-footed 21; Base Atk +8; Grp +9; Atk +16 melee (1d4+3/19-20, +2 short sword )or +14 ranged (1d4+2/[TS]3, +1 composite shortbow [+1 Str bonus ]); Full Atk +16/+11 melee (1d4+3/19 -20, +2 short sword )or +14/+9 ranged (1d4+2/[TS]3, +1 composite shortbow [+1 Str bonus ]); SA sneak attack +3d6; SQ aid another nearby, aid group, danger sense +4, danger warning +1, darkvision 60 ft. , difficult to disarm, evasion, grappling bonus +4, sensitive to sunlight, trap sense +1, trapfinding, uncanny dodge, Underdark lore, Underdark traveler +3; AL NG; SV Fort +7, Ref +16, Will +8; Str 13, Dex 18, Con 12, Int 10, Wis 14, Cha 10.
Skills and Feats: Balance +6, Climb +19, Diplomacy +10, Gather Information +10, Hide +8, Knowledge (dungeoneering) +5, Knowledge (local - Underdark) +9, Move Silently +11, Speak Language +3, Survival +12, Use Rope +11; Education (Knowledge [dungeoneering ], Knowledge [local - Underdark ]), Improved Initiative, Multiweapon Fighting, Track, Weapon Finesse, Weapon Focus (short sword).
Aid Another Nearby (Ex): Qod need not be adjacent to another character to use the aid another action for certain checks. She can aid another at a distance of up to 30 feet on Balance, Climb, Jump, Survival, Swim, and Use Rope checks, as long as her ally an see or hear her.
Aid Group (Ex): Qod can assist up to five allies within 30 feet with the aid another action on Balance, Climb, Jump, Survival, Swim, and Use Rope checks, as long as her ally can see or hear her.
Danger Sense (Ex): Qod possesses an uncanny intuition that warns her of impending danger. She gains a +4 insight bonus on Reflex saves to avoid traps or natural hazards, a +4 dodge bonus to AC against attacks by traps or natural hazards, and a +4 insight bonus on Spot checks made to spot creatures at the beginning of an encounter (see Starting an Encounter in the Dungeon Master's Guide ).
Danger Warning (Su): Qod can react quickly to warn her companions of dangerous situations, effectively giving them a moment more to react. This ability enables her to grant the following bonuses to up to five allies: a +1 insight bonus on Reflex saves to avoid traps or natural hazards, a +1 dodge bonus to AC against attacks by traps or natural hazards, and a +1 insight bonus on Spot checks made to spot creatures at the beginning of an encounter (see Starting an Encounter in the Dungeon Master's Guide ). Difficult to Disarm (Ex): Because of the hooks in Qod's palm, she gains a +4 bonus on the opposed check when a character tries to disarm her.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Qod takes no damage with a successful saving throw.
Grappling Bonus (Ex): Qod's four arms grant her a +4 bonus on grapple checks, giving her equal footing with Medium creatures.
Sensitive to Sunlight (Ex): In sunlight or bright magical light (such as a daylight spell), Qod takes a -1 penalty on attack and damage rolls.
Trap Sense (Ex): Qod has a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Trapfinding: Qod can use the Search skill to locate traps when the task has a DC higher than 20.
Uncanny Dodge (Ex): Qod can react to danger before her senses would normally allow her to do so. She retains her Dexterity to AC regardless of being caught flat-footed or struck by an invisible attacker. (She still loses her Dexterity bonus to AC if immobilized. )
Underdark Lore: Prime Underdark guides gather knowledge. Qod has the ability to know legends or information regarding various topics, just like a bard can with bardic knowledge. She adds +5 to the appropriate Knowledge check to determine whether she knows anything about a specific topic. See the bard class entry in the Player's Handbook for more information on bardic knowledge. This ability applies only to information pertaining to the Underdark.
Underdark Traveler (Ex): Qod is familiar with the culture and etiquette of many Underdark societies. She receives a +3 bonus on all Diplomacy, Disguise, Gather Information, and Sense Motive checks made against members of Underdark races. Languages: Common, Draconic, Dwarven, Elven, Kuo-Toan, Terran, Undercommon.
Possessions: +2 studded leather armor, ring of protection +1, cloak of resistance +1, +2 short sword, +1 composite shortbow (+1 Str bonus), boots of elvenkind, potion of cure moderate wounds (3), potion of fly, climber's kit, nekodes, 250 gp.
Miska gets bored easily. He travels throughout the Underdark seeking adventure and excitement, and his greatest delight is serving as a catalyst for change wherever he goes. He enjoys disturbing the status quo and then moving on. When he learned of the Underdark Anarchists' Fellowship, Miska wasted no time in linking up with the organization. He's as dedicated to their cause as his variable temperament will allow. Thus far, he's enjoyed all the tasks with which the fellowship has entrusted him and hasn't yet gotten bored.
Miska: Male gloaming sorcerer 8/shadowcrafter 7; CR 11; Small outsider (native); HD 8d4+8 plus 7d4+7; hp 52; Init +3; Spd 20 ft. , fly 40 ft. (average); AC 19, touch 16, flat-footed 16; Base Atk +7; Grp +1; Atk +12 melee (1d3 -1/19 -20, +1 dagger ); Full Atk +12/+7 melee (1d3 -1/19 -20, +1 dagger ); SQ enhanced shadow conjurations, enhanced shadow evocations, light blindness, low-light vision, luminescence, outsider traits, resistance to illusions, saving throw bonuses, shadow mien, shadow spell penetration; AL CN; SV Fort +5, Ref +7, Will +11; Str 6, Dex 16, Con 12, Int 10, Wis 11, Cha 24.
Skills and Feats: Concentration +5, Disguise +13, Hide +9, Knowledge (arcana) +4, Knowledge (local - Underdark)+7, Move Silently +9, Spellcraft +9; Greater Spell Focus (Illusion), Greater Spell Penetration, Portal Sensitive, Silent Spell, Spell Focus (Illusion), Spell Penetration, Weapon Finesse. *New feat in Underdark.
Enhanced Shadow Conjurations (Su): Miska's shadow conjurations have strengthened by 20%. Hence, his shadow conjurations are two-fifths in strength or 40% as strong as the real things, and his greater shadow conjurations are four-fifths in strength or 80% as strong as the real things.
Enhanced Shadow Evocations (Su): Miska's shadow evocations have strengthened by 20%. Hence, his shadow evocations are two-fifths in strength or 40% as strong as the real things, and his greater shadow evocations are four-fifths in strength or 80% as strong as the real things.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Miska for 1 round. In addition, he takes a -1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light.
Luminescence (Ex): Miska can make his skin glow as brightly as torchlight. As a standard action, he can either make his skin glow to any degree up to and including the brightness of a torch, or mute the glow.
Resistance to Illusions (Ex): Miska has a +2 bonus on saving throws against all illusion spells and effects. Saving Throw Bonuses: As a shadowcrafter, Miska gains a +2 bonus on saving throws against any Illusion spells. In addition, he receives a +2 racial bonus on saves against Illusion (shadow) spells or effects and a +4 racial bonus on saves against mind flayers' spell-like abilities. Miska is immune to a mind flayer's extract ability.
Shadow Mien (Su): Miska gains a +2 bonus on Disguise and Hide checks (already figured into the statistics above).
Shadow Spell Penetration (Ex): Miska gains a +2 bonus on spell penetration checks for all of his illusion (shadow) spells. This bonus stacks with those from the Spell Penetration or Greater Spell Penetration feats. Sorcerer Spells Known (6/8/8/8/7/7/7/5; save DC 17 +spell level, or 19 +spell level for Illusion spells): 0 - daze, detect magic, flare, ghost sound, mage hand, message, open/close, read magic, stick*; 1st - disguise self, magic missile, reduce person, shield, silent image; 2nd - analyze portal (FRCS), darkvision, hypnotic pattern, mirror image, tremorsense*; 3rd - displacement, major image, spiderskin*, summon monster III; 4th - colloid form*, greater invisibility, phantasmal killer, shadow conjuration; 5th - persistent image, shadow evocation, wall of dispel magic*, wall of force; 6th - chain lightning, shadow walk, veil; 7th - greater shadow conjuration, mass invisibility. **have a racial proclivity toward shadow-based spells. They cast illusion (shadow) spells at +1 caster level. Possessions: Bracers of armor +5, ring of protection +2, cloak of Charisma +4, +1 dagger, pearl of power (1st), wand of baleful polymorph (15 charges), potion of gaseous form, potions of cure moderate wounds (2), 49 gp.