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Triton Master of Waves

Medium humanoid (triton), Neutral

Armor Class 15 (natural armor)

Hit Points 105 (14d8 + 42)

Speed 30 ft., swim 30 ft.

STR 16 (+3)
DEX 11 (+0)
CON 16 (+3)
INT 10 (+0)
WIS 12 (+1)
CHA 19 (+4)

Saving Throws DEX +3, INT +3, CHA +7

Skills Athletics +6, Nature +6, Survival +4

Damage Resistances cold, fire

Senses darkvision 60 ft., passive Perception 11

Languages Common, Primordial

Challenge 8

Amphibious. The triton can breathe air and water.

Summon Water Weird (Recharges after a Short or Long Rest). As a bonus action, the triton magically summons 1d4 water weirds. The summoned weirds appear in unoccupied spaces in water within 60 feet of the triton. The water weirds act immediately after the triton on the same initiative count and fight until they're destroyed. They disappear if the triton dies.

Actions

Multiattack. The triton makes two attacks using Wave Touch and casts ray of frost.

Wave Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d10) cold damage.

Ray of Frost (Cantrip). Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 13 (3d8) cold damage, and the target's speed is reduced by 10 feet until the start of the triton's next turn.

Reactions

Frigid Shield. When a creature the triton can see targets the triton with an attack, the triton gains 10 temporary hit points. If the attack hits and reduces the temporary hit points to 0, each creature within 5 feet of the triton takes 9 (2d8) cold damage.

Source

Mythic Odysseys of Theros, p. 245