Kuo Toa Attack

Party level: 12

Encounter 6800 XP
Level 16
Opponents 13
Kuo-toa Piranha Shamans
Kuo-Toa Warder x6
Kuo-Toa Leviathan
Kuo-toa Harpooner x3
Dire Piranha Swarm x2

Features of the Area:

Unstable Surface: The ship is stable enough that a creature moving across it doesn’t normally need to make an Acrobatics check to balance. However, a creature standing on the vessel might fall when it turns or hits rough water. At the end of each round, roll 1d6. If you roll a 5 or 6, each creature standing on the ship must make an Acrobatics check (DC 16 if you rolled a 5, DC 21 if you rolled a 6) or take 1d10 damage and fall prone.
Swimming: Should a character enter the water, a few considerations must be made.

Swimming: A character needs to use a move action to swim (Athletics DC 18) to avoid sinking on each of his turns.
Weapons and Fire: Crossbows and spears function normally, but all other weapons suffer a -2 to attack rolls, as do Fire attacks.
Aquatic Advantage: All creatures with the Aquatic keywords (all of the enemies in this fight) gain a +2 bonus to their attacks against creatures in the water who lack the Aquatic keyword.

Kuo-toa Piranha Shamans
Medium natural humanoid (aquatic)
Level 13 Artillery
800 XP
Initiative +11 Senses Perception +17; darkvision
HP 99; Bloodied 49
AC 25; Fort 22; Ref 25; Will 26
Speed 6, swim 6
Standard Actions
Bite (standard; at-will basic attack)
+20 vs AC; 1d10+6 damage.
Psychic Fangs (standard; at-will) ♦ Psychic
Area Burst 1 within 10; +18 vs Will; 2d6+6 damage.
Bane Lightning (standard; recharges on 5-6) ♦ Lightning, Poison
+18 vs Fortitude; Area burst 3 within 20; 1d10+6 lightning damage, and the target takes ongoing 10 poison (save ends).
Psychic Wave (standard; encounter) ♦ Psychic
+18 vs Will; Close burst 2; 3d10+7 psychic damage, and the target is slowed (save ends). Effect: The kuo-toa shifts its speed.
Move Actions
Slick Maneuver (move; at-will)
A kuo-toa adjacent to an enemy shifts to any other square adjacent to that enemy.
Minor Actions
Piranha Command (minor; at-will)
A piranha swarm within sight shifts 1. If the swarm is in a creature’s space, that creature moves with the swarm.
Alignment Evil
Languages Deep Speech
Skills Arcana +15, Nature +17
Str: 12 (+7)
Con: 15 (+8)
Dex: 20 (+11)
Int: 15 (+8)
Wis: 18 (+10)
Cha: 23 (+12)
Equipment light shield

Kuo-Toa Warder
Medium natural humanoid (aquatic)
Level 11 Minion
150 XP
Initiative +8 Senses Perception +5; darkvision
HP 1
AC 23; Fort 24; Ref 23; Will 23
Speed 6, swim 6
Standard Actions
Spear (standard; at-will basic attack) ♦ Weapon
+18 vs AC; 5 damage.
Javelin (standard; at-will basic attack) ♦ Weapon
+18 vs AC; Ranged 10/20; 8 damage.
Move Actions
Slick Maneuver (move; at-will)
A kuo-toa adjacent to an enemy shifts to any other square adjacent to that enemy.
Alignment Evil
Languages Deep Speech
Skills Athletics +14
Str: 19 (+9)
Con: 15 (+7)
Dex: 16 (+8)
Int: 11 (+5)
Wis: 11 (+5)
Cha: 17 (+8)
Equipment javelin; spear

Kuo-Toa Leviathan
Huge natural humanoid (aquatic)
Level 13 Elite Brute
1600 XP
Initiative +11 Senses Perception +11; darkvision
HP 318; Bloodied 159
AC 25; Fort 26; Ref 25; Will 24
Saving Throws +2
Speed 8, swim 8
Action Points 1
Standard Actions
Claw (standard; at-will basic attack)
+16 vs AC; Reach 3; 3d8+6 damage, and the target is knocked prone.
Bloodlust Bite (standard; at-will)
+16 vs AC; Targets a bloodied creature; 3d8+6 damage, and the target slides 3 squares and takes ongoing 10 damage (save ends).
Snapping Bites (standard; at-will)
+16 vs AC; The kuo-toa leviathan makes two attacks; 3d8+6 damage, and the target slides 3 squares.
Mind-Rending Roar (free; standard; encounter) ♦ Psychic, Thunder
+14 vs Will; Close blast 5; 1d8+5 psychic and thunder damage, and the target is dazed (save ends).
Alignment Evil
Languages Deep Speech
Skills Athletics +18
Str: 23 (+12)
Con: 19 (+10)
Dex: 21 (+11)
Int: 5 (+3)
Wis: 18 (+10)
Cha: 7 (+4)

Kuo-toa Harpooner
Medium natural humanoid (aquatic)
Level 12 Soldier
700 XP
Initiative +11 Senses Perception +13; darkvision
HP 121; Bloodied 60
AC 26; Fort 24; Ref 24; Will 22
Speed 6, swim 6
Standard Actions
Harpoon (standard; at-will basic attack) ♦ Weapon
+19 vs AC; 1d8+3 damage, and the target is grabbed and takes ongoing 5 damage (until escape). While the target is grabbed, the kuo-toa harpooner cannot use the harpoon to make attacks.
Reeling Harpoon (standard; at-will) ♦ Weapon
Ranged 5/10; +19 vs AC; 1d8+3 damage, and the kuo-toa harpooner makes a secondary attack against the same target.
Secondary Attack
+17 vs Fortitude; 1d8+3 damage, and the target is pulled 3 squares.
Move Actions
Slick Maneuver (move; at-will)
A kuo-toa adjacent to an enemy shifts to any other square adjacent to that enemy.
Triggered Actions
Sticky Shield (reaction (when missed by a melee attack); at-will)
+17 vs Reflex; The kuo-toa harpooner makes an attack against attacking creature; a weapon wielded by the target drops in the target’s space.
Alignment Evil
Languages Deep Speech
Str: 17 (+9)
Con: 17 (+9)
Dex: 17 (+9)
Int: 13 (+7)
Wis: 13 (+7)
Cha: 15 (+8)
Equipment leather armor

Dire Piranha Swarm
Medium natural beast (aquatic, swarm)
Level 12 Skirmisher
700 XP
Initiative +16 Senses Perception +10
Swarm Attack aura 1; the dire piranha swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.
HP 124; Bloodied 62
AC 26; Fort 24; Ref 27; Will 21
Immune forced movement from melee and ranged; Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
Speed swim 8 can enter or move through an enemy’s space (this movement does not provoke opportunity attacks)
Standard Actions
Swarm of Teeth (standard; at-will basic attack)
+17 vs AC; 2d8+5 damage, or 3d8+5 damage against a bloodied target.
Triggered Actions
Disperse (interrupt (when hit by a melee or ranged attack); encounter)
The swarm takes half damage from the attack.
Alignment Unaligned
Str: 14 (+8)
Con: 20 (+11)
Dex: 27 (+14)
Int: 1 (+1)
Wis: 14 (+8)
Cha: 9 (+5)

Treasure Parcels
Items worth 7000 GP
2 potions (worth 2500 GP each); Statuette (worth 2000 GP)

These items are being carried by the Shaman. Luckily Kuo-Toa float when dead.