Summon Nature’s Ally V

Arrowhawk, adult

Bear, polar (animal)

Dire lion

Elasmosaurus1 (dinosaur)

Elemental, Large (any)

Griffon

Janni (genie)

Rhinoceros (animal)

Satyr [CN; with pipes]

Snake, giant constrictor (animal)

Nixie (sprite)

Tojanida, adult1

Whale, orca1 (animal)


Adult Arrowhawk Medium Outsider (Air, Extraplanar); CR 5; HD 7d8+7 (38 hp);
Init +5; Spd Fly 60 ft. (perfect); AC 21 (+5 Dex, +6 natural), touch 15, flat-footed 16;
Base Atk +7; Grp +9; Atk Electricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3);
Full Atk Electricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3);
SA Electricity ray; SQ Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10; AL Always neutral; SV Fort +6, Ref +10, Will +6;
Str 14, Dex 21, Con 12, Int 10, Wis 13, Cha 13
Skills: Diplomacy +3, Escape Artist +15, Knowledge (the planes) +10, Listen +11, Move Silently +15, Search +10, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks, +13 Plane of Air), Use Rope +5 (+7 with bindings)
Feats: Dodge, Flyby Attack, Weapon Finesse
Electricity Ray(Su): An arrowhawk can fire this ray once per round, with a range of 50 feet

Bear, Polar Large Animal (); CR 4; HD 8d8+32 (68 hp);
Init +1; Spd 40 ft., swim 30 ft.; Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14; Base Atk +6; Grp +18;
Atk Claw +13 (1d8+8); Full Atk 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4);
SA Improved grab; SQ Low-light vision, scent; AL Always neutral; SV Fort +10, Ref +7, Will +3;
Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Hide -2*, Listen +5, Spot +7, Swim +16
Feats: Endurance, Run, Track
Improved Grab(Ex): To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills(): A polar bear 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. *A polar bear's white coat bestows a +12 racial bonus on Hide checks in snowy areas.

Dire Lion Large Animal (); CR 5; HD 8d8+24 (60 hp);
Init +2; Spd 40 ft.; Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; Base Atk +6; Grp +17;
Atk Claw +13 melee (1d6+7); Full Atk 2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3);
SA Improved grab, pounce, rake 1d6+3; SQ Low-light vision, scent;
AL N; SV Fort +9, Ref +8, Will +7;
Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +2*, Listen +7, Move Silently +5, Spot +7
Feats: Alertness, Run, Weapon Focus (claw)
Improved Grab(Ex): To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex): If a dire lion charges, it can make a full attack, including two rake attacks.
Pounce(Ex): If a dire lion charges, it can make a full attack, including two rake attacks.
Rake(Ex): Attack bonus +12 melee, damage 1d6+3.
Skills(): Dire lions have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Elasmosaurus Huge Animal (); CR 7; HD 10d8+66 (111 hp);
Init +2; Spd 20 ft., swim 50 ft.; Space/Reach 15 ft./10 ft.;
AC
13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11;
Base Atk +7; Grp +23; Atk Bite +13 melee (2d8+12); Full Atk Bite +13 melee (2d8+12);
SA -; SQ Low-light vision, scent; AL Always neutral; SV Fort +15, Ref +9, Will +4;
Str 26, Dex 14, Con 22, Int 2, Wis 13, Cha 9
Skills: Hide -4*, Listen +4, Spot +9, Swim +16
Feats: Dodge, Great Fortitude, Toughness (2)
Skills(): *An elasmosaurus has a +8 racial bonus on Hide checks in water.

Air Elemental, Large Large Elemental (Air, Extraplanar); CR 5; HD 8d8+24 (60 hp);
Init +11; Spd Fly 100 ft. (perfect); Space/Reach 10 ft./10 ft.; AC 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13;
Base Atk +6; Grp +12; Atk Slam +12 melee (2d6+2); Full Atk 2 slams +12 melee (2d6+2);
SA Air mastery, whirlwind; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits;
AL N; SV Fort +5, Ref +13, Will +2;
Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
Air Mastery(Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental
Whirlwind(Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Height 16 ft.; Weight 4 lb.; Whirlwind Save DC 16; Damage 2d6; Whirlwind Height 10-40 ft.

Earth Elemental, Large Large Elemental (Earth, Extraplanar); CR 5; HD 8d8+32 (68 hp);
Init -1; Spd 20 ft; Space/Reach 10 ft./10 ft.;
AC
18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18;
Base Atk +6; Grp +17; Atk Slam +12 melee (2d8+7); Full Atk 2 slams +12 melee (2d8+7);
SA Earth mastery, push; SQ Damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits; AL Usually neutral; SV Fort +10, Ref +1, Will +2;
Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +6, Spot +5
Feats: Cleave, Great Cleave, Power Attack
Earth Mastery(Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push(Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.
Earth Glide(Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Fire Elemental, Large Large Elemental (Fire, Extraplanar); CR 5; HD 8d8+24 (60 hp);
Init +9; Spd 50 ft; Space/Reach 10 ft./10 ft.;
AC
18 (-1 size, +5 Dex, +4 natural), touch 14, flat-footed 13; Base Atk +6; Grp +12;
Atk Slam +10 melee (2d6+2 plus 2d6 fire); Full Atk 2 slams +10 melee (2d6+2 plus 2d6 fire);
SA Burn; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL Usually neutral; SV Fort +5, Ref +11, Will +2;
Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Burn(Ex): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save DC 17 or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

Water Elemental, Large Large Elemental (Water, Extraplanar); CR 5; HD 8d8+32 (68 hp);
Init +2; Spd 20 ft., swim 90 ft.; Space/Reach 10 ft./10 ft.;
AC
20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18;
Base Atk +6; Grp +15; Atk Slam +10 melee (2d8+5); Full Atk 2 slams +10 melee (2d8+5);
SA Water mastery, drench, vortex; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits;
AL N; SV Fort +10, Ref +4, Will +2;
Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Cleave, Great Cleave, Power Attack
Water Mastery(Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench(Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Vortex(Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. An elemental in vortex form cannot make slam attacks and does not threaten the area around it. Save DC 19; Damage 2d6; Height 10-40 ft.
Skills(): A water elemental 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.

Griffon Large Magical Beast (); CR 4; HD 7d10+21 (59 hp);
Init +2; Spd 30 ft., fly 80 ft. (average); Space/Reach 10 ft./5 ft.;
AC
17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15; Base Atk +7; Grp +15;
Atk Bite +11 melee (2d6+4); Full Atk Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2);
SA Pounce, rake 1d6+2; SQ Darkvision 60 ft., low-light vision, scent;
AL N; SV Fort +8, Ref +7, Will +5;
Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Skills: Jump +8, Listen +6, Spot +10
Feats: Iron Will, Multiattack, Weapon Focus (bite)
Pounce(Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake(Ex): Attack bonus +8 melee, damage 1d6+2.
Skills(): Griffons have a +4 racial bonus on Jump and Spot checks.

Janni Medium Outsider (Native); CR 4; HD 6d8+6 (33 hp);
Init +6; Spd 20 ft., fly 15 ft. (perfect) in chainmail; base land speed 30 ft., base fly speed 20 ft. (perfect); AC 18 (+2 Dex, +1 natural, +5 chainmail), touch 12, flat-footed 16;
Base Atk +6; Grp +9; Atk Scimitar +9 melee (1d6+4/18-20) or longbow +8 ranged (1d8/x3);
Full Atk Scimitar +9/+4 melee (1d6+4/18-20) or longbow +8/+3 ranged (1d8/x3);
SA Change size, spell-like abilities; SQ Darkvision 60 ft., elemental endurance, plane shift, resistance to fire 10, telepathy 100 ft.; AL Usually neutral; SV Fort +6, Ref +7, Will +7;
Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13
Skills: Appraise +11, Concentration +10, Craft (any two) +11, Diplomacy +3, Escape Artist +6, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings)
Feats: Combat Reflexes, Dodge, Improved Initiative, Mobility
Change Size(Sp): Twice per day, a janni can magically change a creature's size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Spell-Like Abilities(): 3/day-invisibility (self only), speak with animals. Caster level 12th. Once per day a janni can create food and water (caster level 7th) and can use ethereal jaunt (caster level 12th) for 1 hour. The save DCs are Charisma-based.
Elemental Endurance(Ex): Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.

Rhinoceros Large Animal (); CR 4; HD 8d8+40 (76 hp);
Init +0; Spd 30 ft.; Space/Reach 10 ft./5 ft.; AC 16 (-1 size, +7 natural), touch 9, flat-footed 16;
Base Atk +6; Grp +18; Atk Gore +13 melee (2d6+12); Full Atk Gore +13 melee (2d6+12);
SA Powerful charge; SQ Low-light vision; AL Always neutral; SV Fort +11, Ref +6, Will +3;
Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Improved Natural Attack (gore)
Powerful Charge(Ex): A rhinoceros deals 4d6+24 points of damage when it makes a charge.

Satyr Medium Fey (); CR 4; HD 5d6+5 (22 hp);
Init +1; Spd 40 ft.; Space/Reach 5 ft./5 ft.; AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14;
Base Atk +2; Grp +2; Atk Head butt +2 melee (1d6) or shortbow +3 ranged (1d6/x3);
Full Atk Head butt +2 melee (1d6) and dagger -3 melee (1d4/19-20); or shortbow +3 ranged (1d6/x3);
SA Pipes; SQ Damage reduction 5/cold iron, low-light vision; AL CN; SV Fort +2, Ref +5, Will +5;
Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13
Skills: Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 aboveground)
Feats: Alertness, Dodge, Mobility
Pipes(Su): Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect). In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe's effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.
Skills(): Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks

Constrictor Snake, Giant Huge Animal (); CR 5; HD 11d8+14 (63 hp);
Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.; Space/Reach 15 ft./10 ft.; AC 15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12;
Base Atk +8; Grp +23; Atk Bite +13 melee (1d8+10); Full Atk Bite +13 melee (1d8+10);
SA Constrict 1d8+10, improved grab; SQ Scent; AL Always neutral; SV Fort +8, Ref +10, Will +4;
Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16
Feats: Alertness, Endurance, Skill Focus (Hide), Toughness
Constrict(Ex): On a successful grapple check, a constrictor snake deals the indicated damage.
Improved Grab(Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Nixie Small Fey (Aquatic); CR 1; HD 1d6 (3 hp);
Init +3; Spd 20 ft., swim 30 ft.; AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11; Base Atk +0;
Grp -6; Atk Short sword +4 melee (1d4-2/19-20) or light crossbow +4 ranged (1d6/19-20);
Full Atk Short sword +4 melee (1d4-2/19-20) or light crossbow +4 ranged (1d6/19-20);
SA Charm person; SQ Amphibious, damage reduction 5/cold iron, low-light vision, spell resistance 16, water breathing, wild empathy; AL Always neutral; SV Fort +0, Ref +5, Will +3;
Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18
Skills: Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +6, Perform (sing) +7, Search +3, Sense Motive +5, Spot +6, Swim +6
Feats: Dodge, Weapon Finesse
Charm Person(Sp): A nixie can use charm person three times per day as the spell (caster level 4th). Those affected must succeed on a DC 15 Will save or be charmed for 24 hours. Most charmed creatures are used to perform heavy labor, guard duty, and other onerous tasks for the nixie community. Shortly before the effect wears off, the nixie escorts the charmed creature away and orders it to keep walking. The save DC is Charisma-based.
Amphibious(Ex): Although nixies are aquatic, they can survive indefinitely on land.
Water Breathing(Sp): Once per day a nixie can use water breathing as the spell (caster level 12th). Nixies usually bestow this effect on those they have charmed.
Wild Empathy(Ex): This ability works like the druid's wild empathy class feature, except that a nixie has a +6 racial bonus on the check.
Skills(): A nixie 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. *Nixies have a +5 racial bonus on Hide checks when in the water.

Adult Tojanida Medium Outsider (Extraplanar, Water); CR 5; HD 7d8+14 (45 hp);
Init +1; Spd 10 ft., swim 90 ft.; AC 23 (+1 Dex, +12 natural), touch 11, flat-footed 22;
Base Atk +7; Grp +10; Atk Bite +10 melee (2d8+3);
Full Atk Bite +10 melee (2d8+3) and 2 claws +5 melee (1d6+1);
SA Improved grab, ink cloud; SQ All-around vision, darkvision 60 ft., immunity to acid and cold, electricity 10 and fire 10; AL Always neutral; SV Fort +7, Ref +6, Will +6;
Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 9
Skills: Diplomacy +1, Escape Artist +11, Hide +11, Knowledge (the planes) +6, Listen +11, Search +14, Sense Motive +11, Spot +15, Survival +1 (+3 other planes and following tracks), Swim +11, Use Rope+1 (+3 with bindings)
Feats: Blind-Fight, Dodge, Power Attack
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 15. The save DCs are Constitution based.
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.
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.

Orca Huge Animal (); CR 5; HD 9d8+48 (88 hp);
Init +2; Spd Swim 50 ft.; Space/Reach 15 ft./10 ft.;
AC
16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14;
Base Atk +6; Grp +22; Atk Bite +12 melee (2d6+12); Full Atk Bite +12 melee (2d6+12);
SA -; SQ Blindsight 120 ft., hold breath, low-light vision; AL Always neutral; SV Fort +11, Ref +8, Will +5;
Str 27, Dex 15, Con 21, Int 2, Wis 14, Cha 6
Skills: Listen +14*, Spot +14*, Swim +16
Feats: Alertness, Endurance, Run, Toughness


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