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.
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
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)
Environment any (Plane of Water)
Organization solitary or clutch (2-4)
Tojanida consider themselves to be the ambassadors of the Plane of Water. They swim through depths of the watery plane visiting with planar travelers, elemental creatures and lost souls. They will often provide protection to peaceful travelers and help them reach air or land pockets within the plane.
Tojanida get along well with water elementals, ice elementals and bronze dragons. Tojanida will attack black dragons on sight because of the corruption they cause. They also find black dragon eggs to be delicious. Tojanida are not without enemies, however. At one time, the tritons of the Plane of Water sought to subjugate the tojanida but found the creatures too independent to bend to their will.
Tritons regularly hunt the tojanida for their hides and their meat.