Tojanida
Tojanidas are bizarre natives from the Plane of Water that resemble mixes between monstrous crabs and enormous snapping turtles. Originally elemental beings of water, tojanidas were bound into their strange forms long ago for unclear reasons, and no longer know how they might eventually return to their pure and formless state. Determined to preserve their pride, the grotesque tojanidas ply the waters of the planes seeking hedonistic pleasures—especially culinary ones—and the adoration of other races. Loquacious when addressed with the proper respect, they make excellent heralds and emissaries for more powerful beings, and often enjoy posing as such even when operating on their own. When riled, however, tojanidas make fearsome opponents, violent and eager juggernauts with snapping jaws and clacking pincers.
Adult tojanidas are roughly 6 feet long and weigh several hundred pounds. When threatened, a tojanida can retract its limbs most of the way into its shell, which is an irremovable part of its body. The ring of eyes completely encircling the tojanida's shell along its rim makes the creature extremely difficult to catch by surprise. While tojanidas adore eating, as they find flavor and texture to be two of the most fascinating senses, they don't actually need to consume food, instead drawing sustenance directly from the currents of arcane energy all around them via the magic of their shells.
Blessed (some might say cursed) with extremely long racial memories, tojanidas wander the oceans and lakes of innumerable worlds, attempting to find unusual physical pleasures or conversation capable of distracting them from the insufferable ennui and apathy born of remembering their ancestors' experiences. Though the tojanidas themselves may not appreciate the burden of memory, adventurers and scholars often seek the use of a tojanida's recalled lore.
- HP
- 51 (6d10+18)
- AC
- 21, touch 12, flat-footed 19 (+1 Dex, +1 dodge, +9 natural)
- Speed
- 10 ft., swim 90 ft.
- Init
- +1
- Melee
- bite +9 (1d6+3), 2 claws +9 (1d6+3)
- BAB
- +6
- CMB
- +9
- CMD
- 21 (29 vs. trip)
- Fort
- +8
- Ref
- +6
- Will
- +3
- Racial Modifiers
- +4 Perception
Weapons: Martial, Simple
Ink Cloud — A tojanida can emit a 30-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute. If used out of the water, the jet of ink is a line 30 feet long, and creatures in the area must succeed at a DC 16 Reflex save or be blinded for 1 round. The save DC is Constitution-based.
<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
Bluff +5, Escape Artist +10, Knowledge (planes) +9, Perception +14, Perform (act) +5, Sense Motive +10, Stealth +7, Survival +7, Swim +11
- Type
- Outsider
- Alignment
- N
- Size
- Medium
- Environment
- any water (Plane of Water)
- Organization
- solitary, pair, clutch (3-6), or cult (1 tojanida plus 2-12 humanoid followers)
- Treasure
- standard
- Senses
- all-around vision, darkvision 60 ft.; Perception +14
- Languages
- Aquan
- Source
- Bestiary 3
-
Uses feat: Blind-Fight (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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