Medium humanoid (triton), Neutral Evil
| Armor Class | 13 |
|---|---|
| Hit Points | 32 (5d8 + 10) |
| Speed | 30 ft., swim 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 16 (+3) | 14 (+2) | 10 (+0) | 15 (+2) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Nature +4, Perception +4, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 14 |
| Languages | Common, Primordial |
| Challenge | 2 |
The triton can breathe air and water.
The triton can take the Disengage or Hide actions as a bonus action on each of its turns.
The triton makes two urchin-spine shortsword attacks.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage. If the damage reduces a creature to 0 hit points, that creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Ranged Attack Roll: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.
The triton's spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:
1 each/day: fog cloud, gust of wind