5e SRD >Creatures >

Triton

Medium humanoid, neutral good

Armor Class 14 (scale mail)
Hit Points 60 (11d8 + 11)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 12 (+1) 13 (+1) 13 (+1) 10 (+0)

Saving Throws Dexterity +4, Wisdom +5
Skills Animal Handling +4, Athletics +6, Perception +5
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 15
Languages Aquan, Common, Primordial, Sylvan
Challenge 2 (450 XP)

Special Traits

  • Amphibious. The triton can breathe air and water.
  • Fearless. The triton has advantage on saving throws against fear.
  • Life Aquatic. The triton can communicate with beasts that breathe water as if they shared a language and adds twice its proficiency bonus (+4) on Charisma (Animal Handling) checks with aquatic beasts.
  • Summon Ally (1/Day). The triton can summon an aquatic beast with a challenge 1 or lower, two beasts with challenge 1/2 or lower, or four beasts with challenge 1/4 or lower. The summoned allies have maximum hit points and serve as if the triton had cast conjure animals.
  • Trident Master. A trident used by a triton deals one extra die of damage on a hit (included in the attack).

Actions

  • Multiattack. The triton makes two attacks with its trident or its bow.
  • Trident. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.
  • Bow. Ranged Weapon Attack: +4 to hit, range 80/320 ft. (10/40 ft. underwater), one target. Hit: 5 (1d8+1) piercing damage. If one of the triton’s summoned allies is adjacent to the target, the triton has advantage on ranged attacks with its bow.

About

These aquatic beings resemble merfolk, except where a merman has a single fishtail, a triton has two scaly, finned legs.

They are the watchers of the sea, often using dolphins or other aquatic creatures as mounts, and maintaining a vigil against the evil races below the waves. Their coloration ranges from silvery to aqua blue and kelp green to coral and salmon. Older tritons often have barnacles, corals, and seashells crusting the back, chest, and shoulders, worn almost like jewelry as a mark of status among their kind. Their hair and fin color usually matches their other coloration, but white hair is also common. Tritons’ eyes shine like sunlight upon a clear sea. A typical triton stands 6 feet in height and weighs 180 pounds.

Peaceful Guardians. Tritons make their homes on the seafloor, growing coral reefs and sculpting stones into gentle arcs to create living spaces that are beautiful and natural-looking.

Many of these sites lie near great thermal vents, providing not only heat but also rich minerals and nutrients for the fish and other creatures tritons eat. Tritons can breathe air or water but prefer water. While their cities are designed for water breathers, they usually feature one or two airtight buildings set aside to hold air for landwalking visitors. Triton settlements can be found anywhere from arctic to tropical waters, but most are in temperate locations. They generally avoid the deepest reaches of the ocean, for it is here that creatures like aboleths and krakens rule—creatures that the tritons have long waged war against.

Elemental Origin. Originally hailing from the Plane of Water, long ago the triton race migrated to the oceans of the Material Plane, and they are now fully adapted to life there.

Their split legs allow them to hobble about slowly on land, but they rarely do so, preferring their natural environment and the greater mobility their forms afford there.

Section 15: Copyright Notice
Sea Monsters (5E) © 2021, Legendary Games; Authors Michael Ritter, Michael “solomani” Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.