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  SYSTEM REFERENCE DOCUMENT 3.5  
TRITON

 

Medium Outsider (Native, Water)

Hit Dice:

3d8+3 (16 hp)

Initiative:

+0

Speed:

5 ft. (1 square), swim 40 ft.

Armor Class:

16 (+6 natural), touch 10, flat-footed 16

Base Attack/Grapple:

+3/+4

Attack:

Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/19–20)

Full Attack:

Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/19–20)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Spell-like abilities

Special Qualities:

Darkvision 60 ft.

Saves:

Fort +4, Ref +3, Will +4

Abilities:

Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11

Skills:

Craft (any one) +7, Diplomacy +2, Hide +6, Listen +7, Move Silently +6, Ride +6, Search +7, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks), Swim +9

Feats:

Mounted Combat, Ride-By Attack

Environment:

Temperate aquatic

Organization:

Company (2–5), squad (6–11), or band (20–80)

Challenge Rating:

2

Treasure:

Standard

Alignment:

Usually neutral good

Advancement:

4–9 HD (Medium)

Level Adjustment:

+2

A triton has silvery skin that fades into silver-blue scales on the lower half of its body. A triton’s hair is deep blue or blue-green.

A triton is about the same size and weight as a human. Tritons speak Common and Aquan.

COMBAT

The reclusive tritons prefer to avoid combat, but they fiercely defend their homes. They attack with either melee or ranged weapons as the circumstances warrant. When encountered outside their lair, they are 90% likely to be mounted on friendly sea creatures such as porpoises.

Spell-Like Abilities: 1/day—summon nature’s ally IV. Caster level 7th. Tritons often choose water elementals for their companions.

Skills: A triton has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

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