Kuo-Toa (CR 2)
AC: 16 (+6 natural) or 18 (+6 natural, +2 heavy wooden shield), touch 10, flat-footed 16 or 18
Hit Dice: 2d8+2 (11 hp)
Fort +3, Ref +3, Will +5
Speed: 20 ft., swim 50 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +3
Attack: Shortspear +3 melee or bite +3 melee
Full Attack: Shortspear +3 melee and bite -2 melee
Damage: Shortspear 1d6+1, bite 1d4
Special Attacks/Actions: Lightning bolt, pincer staff
Abilities: Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8
Special Qualities: Adhesive, amphibious, immunity to poison and paralysis, resistant to electricity 10, slippery
Feats: Alertness; Great Fortitude
Skills: Escape Artist +8, Knowledge or Craft (any one) +4, Listen +7, Move Silently +3, Search +8, Spot +11, and Swim +9
Advancement: By character class
Climate/Terrain: Temperate aquatic
Organization: Patrol (2-4 plus 1 3rd-level whip), squad (6-11 plus 1 or 2 3rd-level whips, 1 or 2 4th-level monitors, and 1 8th-level fighter), band (20-50 plus 100% noncombatants plus 2 3rd-level whips, 2 8th-level fighters, and 1 10th-level fighter), or tribe (40-400 plus 1 3rd-level whip per 20 adults, 1 4th-level monitor, 4 8th-level fighters, 1 10th-level whip, and 2 10th-level fighters)
Lightning Bolt (Su): Two or more kuo-toa clerics (known as "whips") operating together can generate a stroke of lightning every 1d4 rounds. The whips must join hands to launch the bolt but need merely remain within 30 feet of one another while it builds. The lightning bolt deals 1d6 points of damage per whip, but a successful Reflex save halves this amount (save DC 13 + number of whips).
Pincer Staff: Many kuo-toa fighters and all whips above 6th level carry this Large exotic weapon. A pincer staff deals 1d10 points of bludgeoning damage, threatens a critical hit on a 20, and deals double damage on a critical hit. It has a 10-foot reach and cannot be used against an adjacent opponent. A wielder that hits an opponent of at least Small but no larger than Large size attempts to start a grapple as a free action without provoking an attack of opportunity. If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of damage each round the hold is maintained.
Keen Sight (Ex): Kuo-toas have excellent vision thanks to their two independently focusing eyes. Their eyesight is so keen that they can spot a moving object or creature even if he is invisible, ethereal, or astral. Only by remaining perfectly still can such objects or creatures avoid their notice.
Slippery (Ex): All kuo-toas secrete an oily film that makes them difficult to grapple or snare. Webs, magic or otherwise, don't affect kuo-toas, and they usually can wriggle free from most other forms of confinement.
Adhesive (Ex): Kuo-toas use their own body oil and other materials to give their shields a finish almost like flypaper, holding fast any creatures or items touching them. Anyone who makes an unsuccessful melee attack against a kuo-toa must succeed at a +1 Reflex save (DC 14), or the attacker's weapon sticks to the shield and is yanked out of the wielder's grip. Creatures using natural weapons are automatically grappled if they get stuck.
Immunities (Ex): Kuo-toas are immune to poison and paralysis. The various hold spells also have no effect on them, and their keen sight automatically detects figments for what they are.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or daylight spell) blinds kuo-toas for 1 round. In addition, they suffer a -1 circumstance penalty, to all attack rolls, saves, and checks while operating in bright light.
Amphibious (Ex): Although kuo-toas breathe by means of gills, they can survive indefinitely on land.
Skills: Kuo-toas receive a +15 racial bonus to Escape Artist checks and a +4 racial bonus to Spot and Search checks.
Kuo-toan tactics and weapons vary greatly depending upon the training and skills of the individual encountered. A group of kuo-toa warriors usually fight in formation, throwing their spears before closing to melee range.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.