Juvenile Tojanida | CR 3 |
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Always N Small Outsider (Extraplanar, Water) Init +1; Senses all-around vision, darkvision 60 ft.; Listen +7, Spot +9 Languages Aquan |
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AC 22, touch 12, flat-footed 21; Dodge hp 19 (3 HD) Immune acid, cold Resist electricity 10, fire 10 Fort +5, Ref +4, Will +4 |
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Speed 10 ft., swim 90 ft. Melee Bite +6 (2d6+2) and 2 claws +1 (1d4+1) Space 5 ft.; Reach 5 ft. Base Atk +3; Grp +1 Atk Options Blind-Fight, improved grab Special Actions ink cloud |
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Abilities Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 9 Feats Blind-Fight, Dodge Skills Diplomacy +1, Escape Artist +7, Hide +11, Knowledge (the planes) +6, Listen +7, Search +6, Spot +9, Sense Motive +7, Survival +1 (+3 on other planes and following tracks), Swim +10, Use Rope +1 (+3 with bindings) Advancement 4-6 HD (Small) |
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All-Around Vision (Ex) The multiple apertures in a tojanida's shell allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a tojanida.
Improved Grab (Ex) To use this ability, a tojanida must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Underwater, a tojanida can tow a grabbed victim of its own size or smaller at its swim speed (but it cannot run). A favorite tactic is to grab a single opponent, then withdraw, hauling the opponent away from its allies.
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 a tojanida can squirt into an opponent's eyes. The affected creature must succeed on a Reflex save or be blinded for 1 round. The save DC is 13 against a juvenile, 15 against an adult, and 21 against an elder. The save DCs are Constitution based.
Skills A tojanida has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |