Triton Master of Waves

Medium humanoid (triton), Neutral

Armor Class

15 (natural armor)

Hit Points

105 (14d8+42)

Speed

walk 30 ft., swim 30 ft.

Saves

Dex +3, Int +3, Cha +7

Skills

Athletics +6, Nature +6, Survival +4

Damage Resistances

cold, fire

Senses

darkvision 60 ft.

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 weird. 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.

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

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 target. Hit: 13 (3d8) cold damage, and the target's speed is reduced by 10 feet until the start of the triton's next turn.