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Tojanida (3pp)

This man-size creature appears to be a turtle with spikes jutting from its shell. The head sports sharp teeth but its many eyes are instead dotted across the creature’s shell. Its front legs end in wicked claws and the rear legs end in black-tinted fins.

Tojanida CR 5

XP 1,600
N Medium outsider (extraplanar, water)
Init +1; Senses all-around vision, darkvision 60 ft.; Perception +18


AC 22, touch 11, flat-footed 21 (+1 Dex, +11 natural)
hp 52 (7d10+14)
Fort +4, Ref +6, Will +6
Immune acid, cold; Resist electricity 10, fire 10


Speed 10 ft., swim 90 ft.
Melee bite +10 (1d8+3 plus grab), 2 claws +10 (1d6+3 plus grab)
Special Attacks ink cloud


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. They have also been known to grab drowning creatures and take them to safety.


Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 9
Base Atk +7; CMB +10 (+14 grapple); CMD 21 (25 vs. trip)
Feats Endurance, Improved Natural Attack (bite), Skill Focus (Perception), Swim-By Attack
Skills Diplomacy +9, Knowledge (planes) +10, Perception +18, Sense Motive +11, Stealth +11, Swim +21
Languages Aquan, Common


Ink Cloud (Ex)

A tojanida can emit a 30-ft. radius cloud of ink once per minute as a free action. This cloud provides total concealment. The ink persists for one minute. On land, the tojanida can spray ink at an opponent to blind them for five rounds. A DC 15 Reflex save negates this effect. The save DC is Constitution-based.

Image courtesy Christopher Burdett.
(used with permission)

Editor's Note

This creature's Perception skill is in error.  It should be:
Perception +14 (7 ranks+ 3 class + 1 Wis + 3 feat)

GM's are encouraged to use this revised amount.


Characters with ranks in Knowledge (planes) can learn more about a tojanida. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (name)

DC Result
DC 10 Tojanida are normally only hostile to black dragon and black dragon spawn.
DC 15 Underwater they will often attack a single foe and drag them away from combat at a great speed so that they are not trapped fighting multiple opponents.
DC 20 Tojanida are resistant to many forms of energy and weak to none.
DC 25 Tojanida would rather talk than fight, and they would rather eat than talk. So if you can steer a potential conflict toward conversation or food then there may be no conflict at all.