THE SHARED REFERENCE Adventurer

Monster

Triton Master of Waves

Outside your table’s allowed sources

Official reference · MOT · 2014

Creature type
Humanoid
Size
Medium
Armor class
15 (natural armor)
Hit points
105 (14d8 + 42)
Speed
Walk 30 ft., Swim 30 ft.
Challenge rating
8
Alignment
Neutral
Strength
16
Dexterity
11
Constitution
16
Intelligence
10
Wisdom
12
Charisma
19
Passive Perception
11
Saving Throws
dex: +3; int: +3; cha: +7
Skills
athletics: +6; nature: +6; survival: +4
Senses
darkvision 60 ft.
Languages
Common, Primordial
Resistances
cold, fire

Traits

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.

Innate Spellcasting

The triton's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: ray of frost (see "Actions" below)

2/day: cone of cold

1/day each: fog cloud, gust of wind, wind wall

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