This is homebrew, submitted by a member of the community.
Dark Triton
Dark Triton
Large monstrosity (aquatic), Chaotic EvilLarge monstrosity (aquatic), Chaotic Evil- You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
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Triton Shaman. Any group of 10 or more dark tritons can be accompanied by one or more triton shamans. A triton shaman has heightened Wisdom (15) and the ability to cast the following spells, using Wisdom as its spellcasting ability (DC 12, attack +4). It doesn’t need material components to cast these spells. The spell selection listed below is only a suggestion; different shamans can have different spell lists.
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (x4): bane, inflict wounds, protection from evil and good, sanctuary
2nd level (x3): blindness_deafness, hold person, protection from poison, spiritual weapon
3rd level (x2): bestow curse, dispel magic, mass healing word
[b]Triton Shaman.[/b] Any group of 10 or more dark tritons can be accompanied by one or more triton shamans. A triton shaman has heightened Wisdom (15) and the ability to cast the following spells, using Wisdom as its spellcasting ability (DC 12, attack [+4]). It doesn’t need material components to cast these spells. The spell selection listed below is only a suggestion; different shamans can have different spell lists.
Cantrips (at will): [spell]guidance[/spell], [spell]mending[/spell], [spell]resistance[/spell], [spell]thaumaturgy[/spell]
1st level (x4): [spell]bane[/spell], [spell]inflict wounds[/spell], [spell]protection from evil and good[/spell], [spell]sanctuary[/spell]
2nd level (x3): [spell]blindness_deafness[/spell], [spell]hold person[/spell], [spell]protection from poison[/spell], [spell]spiritual weapon[/spell]
3rd level (x2): [spell]bestow curse[/spell], [spell]dispel magic[/spell], [spell]mass healing word[/spell]
Actions
Trident. Melee Attack, +4 to hit (reach 5 ft.; one creature). Hit: 2d6+2 piercing damage.
Summon Sea Creatures (1/day). All triton leaders (those with 50 or more hit points) have the ability to summon sea creatures as an action. Roll 2d6: one die indicates how many rounds later the creatures arrive, and the other determines what type of creatures respond.1: 1d3 giant octopi
2: 3–10 sharks
3: 1 fanged sea serpent
4: 3d2 aquatic ghouls
5: 1d4 aquatic trolls
6: 1 drowned wight (a standard wight with a swim speed of 30 ft.) leading 3–8 aquatic ghouls
[b]Trident.[/b] Melee Attack, [+4] to hit (reach 5 ft.; one creature). Hit: [2d6+2] piercing damage.
[b]Summon Sea Creatures (1/day).[/b] All triton leaders (those with 50 or more hit points) have the ability to summon sea creatures as an action. Roll [2d6]: one die indicates how many rounds later the creatures arrive, and the other determines what type of creatures respond.
1: [1d3] giant octopi
2: 3–10 sharks
3: 1 fanged sea serpent
4: [3d2] aquatic ghouls
5: [1d4] aquatic trolls
6: 1 drowned wight (a standard wight with a swim speed of 30 ft.) leading 3–8 aquatic ghouls
Legendary Actions
Details
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