Triton Master of Waves

Medium Humanoid (Triton), Neutral

STR
16 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
19 (+4)
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 weirds. 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 creature. Hit: 13 (3d8) cold damage, and the target's speed is reduced by 10 feet until the start of the triton's next turn.

Reactions

Frigid Shield.

When a creature the triton can see targets the triton with an attack, the triton gains 10 temporary hit points. If the attack hits and reduces the temporary hit points to 0, each creature within 5 feet of the triton takes 9 (2d8) cold damage.

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Triton Master of Waves

Source: Theros: No Silent Secret, p. 245 - Licenses and attribution