Curse of Carcinization
One who ventures deep underground should be wary of lakes and oceans found there - as they are often home to the Kuo-Toa. And whether you intend to kill all that you come across, ally yourself with them, or simply pass through their territory, you are at a risk of being mistaken as a champion of one of their gods. This may initially seem to be a mere curiosity, but worship of these strange creatures comes with some consequences.
Effects of the Curse
The effects of the curse depend on the number of Kou-Toa who believe the character to be a champion of their deity:
Stage 1 (at least one worshiper). You dream only of dark shores beneath the earth, of things below the waves, and of whispers asking you to return. If you’re above ground, or away from a body of water when you finish a long rest, you have to succeed on a DC 12 Charisma saving throw or gain no benefits from the long rest.
Stage 2 (at least 10 worshipers). You begin to exhibit some crab-like traits: armored plates, clawed limbs, eyes on stalks and such. Apply these changes to your racial traits:
- Ability Scores. Your Intelligence score and Charisma score are each reduced by 1 point.
- Natural Armor. If your base race has a natural armor feature, it becomes a thick carapace which grants you AC equal to 14 + your dexterity modifier (maximum of +3)
- Swimming. If your base race doesn’t have a swimming speed, your walking speed is reduced by 5 feet and you gain a swimming speed equal to your walking speed.
- Blindsight. If your base race grants you darkvision, or any other special senses, they are replaced with blindsight out to 30 ft.
- Stealthy. If your base race gains any skill proficiencies, one of them is replaced with stealth proficiency.
- Limited Amphibiousness. If your base race is unable to breathe underwater, you obtain the Limited Amphibiousness Trait (You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating).
- Crab Claw. If you have a natural weapon that uses your hands (such as Claws), their damage changes to bludgeoning, and on a successful hit you can forgo dealing damage to instead grapple the creature hit, as long as it is the same size as you or smaller. While grappling a creature in this way, you cannot use that claw to make attacks against any other creature.
Stage 3 (at least 50 worshipers). Your mind begins to shift. You become averse to bright light and open spaces. You find yourself longing for the sea, and for a dark damp place to hide in.
Stage 4 (at least 100 worshipers). You are polymorphed into a Crab if you’re small or smaller, Giant Crab if you’re medium, or Hulking Crab if you’re large or larger. You fully believe yourself to be a champion of a Kuo-Toa deity, and actively work towards fulfilling their will - whatever it may be.
Breaking the Curse
Remove Curse or a more powerful effect can undo the stage 1 effects of the curse. Greater Restoration or a more powerful effect is needed to undo the stage 2 and 3 effects of the curse. Wish or an equivalent effect is needed to undo the stage 4 effects of the curse. If the Kuo-Toa are still worshipping the character, the effects of the curse will return after a day.
If Kuo-Toa worshipping the character are killed, the changes caused by the curse still remain, though they won’t return once broken through appropriately powerful magic. If the Kuo-Toa remain alive, but stop the worship, the changes they caused will revert on their own over the course of 1 week.
Image Source: Eric Cagle (April 2006). “Spellcraft: Alien Blessings”. In Erik Mona ed. Dragon #342 (Paizo Publishing, LLC), p. 76.