Triton
Tritons are rumored to be creatures from the elemental plane of Water that have been placed on the Prime Material plane for some purpose unknown to man. They are sea dwellers, inhabiting warmer waters principally but equally able to live at shallow or great depths.
The lower half of a triton ends in two finned legs, while its torso, head, and arms are handsomely human. Tritons have a silvery skin that fades into silver-blue scales on the lower half of their bodies. Their hair is deep blue or blue-green.
Triton are reclusive and nonviolent. They normally attack to capture. If a triton is killed in a battle, however, the fight immediately becomes one of retribution. Should the fighting go poorly,
the tritons withdraw to their lair to either gather reinforcements or make a last stand.
Tritons live either in great undersea castles or in finely sculpted caverns. While tritons lean toward good alignment, they are very suspicious of outsiders and have no love for land dwellers in general. Tritons rarely kill, unless provoked, but they are quick to apprehend those who intrude upon their seas. Trespassers found guilty of intentionally entering triton waters or treasure seeking are left "to the fate of the seas". This means being stripped of all belongings and set adrift at least ten miles from any shoreline. Characters ruled innocent by the triton court awaken the next day on some distant shore. Tritons never aid land dwellers unless their own interests are involved in the matter.
Tritons are omnivorous and live on fish, shellfish, and sea weed. They have no natural enemies save the giant squid, which is immune to the effects of their conch shells. Normal triton live approximately 300 years while their leaders and exceptional individual paragons of have life expectancies of 500 years or more.
RPG Datasheet
Triton
Volo's Guide to Monsters page 115Much of this section, by necessity, ties into the Dungeons and Dragons Role Playing Game by Wizards of the Coast. Any non-original material that is found herein remains under the ownership of the originating author and is not intended to violate any laws. The views expressed in this article do not necessarily represent the views of any person, living or dead or undead, real or fictitious, male or female, religious or atheist, bald or full head of hair, stubbled or fat-bearded. No people or animals, other than the author's sanity, were harmed in the creation of this article. Please wash your hands after going to the washroom. For entertainment purposes only.
Spell: Wall of Water
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V. S, M ( a drop of water)
Duration: Concentration, up to 10 minutes
You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and l foot thick, or you can make a ringed wait up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain. Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wan they pass through to freeze solid, at least a 5-foot square section is frozen, each 5 foot square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V. S, M ( a drop of water)
Duration: Concentration, up to 10 minutes
You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and l foot thick, or you can make a ringed wait up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain. Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wan they pass through to freeze solid, at least a 5-foot square section is frozen, each 5 foot square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.
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