Size:
± Man-sized
Type:
± Monstrous Humanoid
Form:
Temper:
# App:
± 5d6
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 150
Climb/Arboreal:
Flight:
Swim:
± 70'
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 tail smash (3d6)
Circumstance: Combat
3d6 tail smash, weapon, by spell
Offense
1 weapon
Circumstance: Combat
3d6 tail smash, weapon, by spell
Offense
spells
Circumstance: Combat
3d6 tail smash, weapon, by spell
Special
Magic
Able to use magic, operating as if they were Magic-users of two levels lower than their hit dice.
Special
Mounts
Will often have giant sea horses as mounts.
Environments
aquatic-salt
Similar to mermen, but larger and significantly more powerful
Tritons are similar to mermen, but larger and significantly more powerful. They are able to use magic, operating as if they were Magic-users of two levels lower than their hit dice. They will often have giant sea horses as mounts.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 weapon
By weapon
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
aquatic-salt
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
aquatic-salt
Offense
1 (weapon) Attacks
Circumstance: Combat
By weapon
Offense
Special Attacks
Circumstance: Combat
See below
Resistance
Magic Resistance
Circumstance: innate
90%
Treasure
Treasure: In lair only: 1d12×1000cp (20%); 1d6×1000sp (30%); 1d4×1000ep (10%); 1d6 gems (25%); 1d3 jewellery (20%); any 2 magic items (10%); 2d4×1000gp (40%); 1d6×1000pp (50%); 4d8 gems (55%); 1d12 jewellery (45%); 2d4 potions (40%); 1d4 scrolls (50%); 1 miscellaneous magic and 1 potion (60%)
Special
Mounts
90% chance to be mounted on hippocampi (65%) or giant sea horses (35%)
Similar to mermen, but larger and significantly more powerful
Tritons resemble humans, but have two fish-like tails instead of legs. These aquatic creatures can live in any depth of water, and are found in the elemental plane of water as well as in the prime material plane. Groups of tritons are composed as follows:
90% chance to be mounted on hippocampi (65%) or giant sea horses (35%)
Per 10 tritons, 1 leader with 4-6 hit dice (1d3+3)
Per 10 tritons, 10% chance of 1d4 tritons with magic ability of level 1d6.
Per 20 tritons, 1 leader with 7-8 hit dice (1d2+6)
Any number of tritons over 50, 1 leader with 9 hit dice
Tritons are civilised, dwelling in castles beneath the waves (80% chance) or elaborate caverns of their own excavation (20% chance). These lairs contain additional tritons:
60 normal triton warriors plus leaders as described above
1 magic user level 1d2+6
1 cleric level 1d4+7
4 clerics level 1d4+5
60+1d6×10 non-combatant females
60+ 1d6×10 non-combatant children
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Defender of the Seas
The triton Interacts to raise their trident, gaining a +1 circumstance bonus to AC until the start of their next turn. During this time, any of their allies also gains the bonus while adjacent to the triton.
Ability
Summon Aquatic Ally
Frequency:
once per day
Effect: The triton blows into a conch shell, casting a 2nd-level summon animal spell. The triton can summon only an aquatic creature, such as a dolphin, octopus, ray, sea snake, or electric eel This creature remains until it is slain, the triton Dismisses it, or the triton summons another ally.
Offense
Melee
Circumstance: combat round (melee)
trident +10 [+5/+0], Damage 1d8+6 piercing
Offense
Ranged
Circumstance: combat round (ranged)
trident +9 [+4/-1] (thrown 20 feet), Damage 1d8+6 piercing
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
conch shell
shell armor (hide armor)
trident
Language
Aquan
Common
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e
Similar to mermen, but larger and significantly more powerful
Tritons are similar to mermen, but larger and significantly more powerful. They are able to use magic, operating as if they were Magic-users of two levels lower than their hit dice. They will often have giant sea horses as mounts.
Basic Fantasy Field Guide Omnibus
Similar to mermen, but larger and significantly more powerful
Tritons resemble humans, but have two fish-like tails instead of legs. These aquatic creatures can live in any depth of water, and are found in the elemental plane of water as well as in the prime material plane. Groups of tritons are composed as follows:
90% chance to be mounted on hippocampi (65%) or giant sea horses (35%)
Per 10 tritons, 1 leader with 4-6 hit dice (1d3+3)
Per 10 tritons, 10% chance of 1d4 tritons with magic ability of level 1d6.
Per 20 tritons, 1 leader with 7-8 hit dice (1d2+6)
Any number of tritons over 50, 1 leader with 9 hit dice
Tritons are civilised, dwelling in castles beneath the waves (80% chance) or elaborate caverns of their own excavation (20% chance). These lairs contain additional tritons:
60 normal triton warriors plus leaders as described above
1 magic user level 1d2+6
1 cleric level 1d4+7
4 clerics level 1d4+5
60+1d6×10 non-combatant females
60+ 1d6×10 non-combatant children
OSRIC