Kuo-toan Whip

Kuo-toan whips may be encountered at several places in Baldur's Gate II. They are traditionally acting as a rogue and charged with keeping the mentally mad segments of the kuo-toa society in line, though they focus on their fighting abilities.
==Locations==
===Shadows of Amn===
*Underdark – one can be encountered in a whole group of kuo-toa at the bridge that leads to the southeastern tunnels by a party whose leader has at least 400,000 points of experienceSPWNTOA.bcs 
*Kuo Toa in Underdark 
**one in the northernmost chamber, together with two warriors 
**another can be encountered in a whole group of kuo-toa at the southern t-junction by a party whose leader has at least 400,000 points of experience 
===Throne of Bhaal===
*Watcher's Keep, Elemental Level – a kuo-toan whip may appear in the air librarySPAWNGRP.2da: RDKuoto2 
*Abazigal's Lair, cells – two of the slightly tougher variant, together with other kuo-toa: one right at the entrance, one guarding the monk 
==Gameplay==
Kuo-toan whips have an innate version of True Sight that triggers within two rounds of detecting an enemy, besides their general innate ability of invisibility detection.
Being fighter/thieves, they have a surprisingly low dexterity of only 10 in the game; they also lack exceptional strength, which, again they should have with a FT class.
In the original Baldur's Gate II, kuo-toan whips are melee fighters only and attack with a specific spear without enchantment, that deals 1d6+2 piercing damage – including strength bonus – and will slow and Grease effect the target for 15 seconds if no save vs. spell is made. 
In the Enhanced Edition, they are also equipped with an ordinary Heavy Crossbow and will fire kuo-toan bolt ammunition that have a chance to stun the hit target.
Bolts can be found in their inventory already in the original games.
Non-proficient with their assigned weaponry, they receive a penalty to their THAC0, because of the FT class assigned. The .2dA files will automatically adjust these weapons used, with a corresponding penalty applied. 
==Notes==
Kuo-toan Whip creatures wear an undroppable Ring that provides some additional powers and protections, as follows:
* Invisible Detection by script
* Immune to Paralyze and Held effects
* Immune to Webbed effects
* Immune to Grease effects
* Immune to Slow effects
* Immune to 10 specific spells related to above
* Magical damage energy resistance 90%
* Physical damage resistance 33%
Additionally, as they are also thieves, they completely lack any of that class's skills.
Of note, the unused creature ELEKUO02, opposed to the other variants, is already in the original Baldur's Gate II equipped with a crossbow, though with a light one, while the Enhanced Edition adds heavy ones to the other whips' inventory.
And finally, The game files give this creature an "Original Class" of Ranger and also mark it as a "Dual Class". This seems not to affect anything in game play.
==Mod content==
Installation of the Sword Coast Stratagems Mod provides the creature with SCS AI default script for better tactical decision making, defense and targeting behavior. 
Additionally, 2 pips in crossbow and spear weapon proficiency are provided which will improve to hit and damage values. One pip in Two-handed weapon style is provided as well (for the spear use). 
In keeping with their Kuo-toan lore, the Whip now have a permanent normal invisibility effect upon them. This will be broken if they perform any overt action that breaks invisibility. The invisibility is automatically reapplied the beginning of the following round, and it resets. When attacking in melee combat from an invisible state they gain a 4 point THAC0 bonus.
==References==
Category:Protected from crushing
Category:Protected from missile
Category:Protected from piercing
Category:Protected from slashing