Kuotoas speak Kuo-Toan, Undercommon, and Aquan.
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.
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 (Ex): 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 it 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 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 a 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.
A kuo-toa's favored class is rogue. Whips can choose any
two of the following domains: Destruction, Evil, and Water.