Triton
Aquatic creatures with fish-like tails instead of legs, dwelling in underwater castles or caverns
OSRIC
| Armor Class | 4 |
|---|---|
| Hit Dice | 3 |
| Number Encountered | 10d6 (10-60) |
| Attacks | 1 (weapon) |
| Damage | By weapon |
| Move | 150-ft; 150-ft swimming |
| Alignment | Neutral good |
| Intelligence | High+ |
| XP | Leader (4HD) 145+3/hp, Leader (5HD) 190+4/hp, Leader (6HD) 280+6/hp, Leader (9HD) 1,000+12/hp |
| Treasure Type | 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%) |
| Size | Man-sized |
| Frequency | Rare |
| Lair | 25% |
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
Special Abilities
Variants
| Hit Dice | 4-6 |
|---|
| Hit Dice | 7-8 |
|---|
A triton leader (9 HD) will carry a shell horn with the following abilities:
Summon allies: 5d4 hippocampi, 5d6 giant sea horses, or 1d10 sea lions (depending upon how blown) Disperse sea animals: all sea creatures of animal intelligence must save vs spells at -5 or flee for 3d6 turns
| Hit Dice | 9 |
|---|
Magic ability of level 1d6.
Non-combatant.
Non-combatant.