Tojanida, Juvenile (CR 3)
AC: 22 (+1 size, +1 Dex, +10 natural), touch 12, flat-footed 21
Hit Dice: 3d8+6 (19 hp)
Fort +5, Ref +4, Will +4
Speed: 10 ft., swim 90 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +1
Attack: Bite +6 melee
Full Attack: Bite +6 melee and 2 claws +1 melee
Damage: Bite 2d6+2, claw 1d4+1
Special Attacks/Actions: Improved grab, ink cloud
Abilities: Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 9
Special Qualities: acid and cold immunity, fire and electricity resistance 10
Feats: Blind-fight; Dodge
Skills: Diplomacy +1, Escape Artist +7, Hide +11, Knowledge (the planes) +6, Listen +7, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 other planes and following tracks), Swim +10, and Use Rope +1 (+3 with bindings)
Advancement: 4-6 HD (Small)
Climate/Terrain: Elemental Plane of Water
Organization: Solitary or clutch (2-4)
Improved Grab (Ex): To use this ability, the tojanida must hit with a bite or claw attack. If it gets a hold, it automatically deals that weapon's damage each round the hold is maintained. Underwater, a tojanida can tow a grabbed victim of its own size or smaller at top speed. A favorite tactic is to grab a single opponent, then withdraw, hauling the opponent away from its allies.
All-Around Vision (Ex): Tojanidas' multiple apertures allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Opponents gain no flanking bonuses when attacking a tojanida.
Ink Cloud (Ex): A tojanida can emit a spherical cloud of jet-black ink with a radius of 30 feet once per minute as a free action, The effect is otherwise similar to fog cloud cast by an individual of a level equal to the tojanida's Hit Dice. Out of water, the ink emerges in a stream up to 30 feet-long, which the tojanida can squirt into an opponent's eyes. The affected creature must succeed at a Reflex save or be blinded for 1 round. The save DC is 13 against a juvenile.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.