13
32 (5d8+10)
walk 30 ft., swim 30 ft.
Nature +4, Perception +4, Stealth +5
cold
darkvision 60 ft.
Common, Primordial
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's spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components: • 1/Day each: fog cloud, gust of wind
The triton makes two urchin-spine shortsword attacks.
Melee Weapon Attack: +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 Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.