5e:Triton Shorespeaker
Triton Shorespeaker [1] | ||||||||||||
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Medium Humanoid (Tritons), Neutral Good | ||||||||||||
Armor Class: 13 | ||||||||||||
Hit Points: 55 (10d8+20) | ||||||||||||
Speed: 30 ft., swim 30 ft. | ||||||||||||
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Skills: Nature +4, Perception +4, Stealth +5 | ||||||||||||
Damage Resistances: cold | ||||||||||||
Senses: darkvision 60 ft., passive perception 14 | ||||||||||||
Languages: Common, Primordial | ||||||||||||
Challenge: 6 (2,300 xp)Proficiency Bonus (PB): +3 | ||||||||||||
FeaturesAmphibion. [2] The triton can breathe air and water.
Ritual Caster. The triton can cast select spells as rituals. Its spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring no material components, each taking 10 minutes to cast: ActionsMultiattack. The triton makes two melee attacks. |
Shorespeakers are ambassadors sent from Triton society to the governments on land. They are never without their trident, as it is their badge of office. They use their ritual casting to communicate with home or to facilitate communication.
As an ambassador, the shorespeaker never resorts to violence unless they are attacked, and then only to facilitate escape. [1]
Sources and Notes
- user:Rlyehable Created:2022-04-30. Licensed: CC-BY-SA ↑ Jump up to: 1.0 1.1
- Trait matches the trait of the same name in the 5th ed. SRD. - Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Licensed: OGL. ↑
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