Sources
CR
Type
Size
Alignment
Movement

Triton Master of Waves

Medium Humanoid (triton), Neutral

Armor Class 15 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft., swim 30 ft.
STR
16
+3
DEX
11
+0
CON
16
+3
INT
10
+0
WIS
12
+1
CHA
19
+4
Saving Throws DEX +3, INT +3, CHA +7
Skills Athletics +6, Nature +6, Survival +4
Damage Resistances cold, fire
Senses darkvision 60 ft., passive Perception 11
Languages Common, Primordial
Challenge 8 (3,900 XP)

Traits

Amphibious. The triton can breathe air and water.

Summon Water Weird (Recharges after a Short or Long Rest). As a bonus action, the triton magically summons 1d4 water weirds. The summoned weirds appear in unoccupied spaces in water within 60 feet of the triton. The water weirds act immediately after the triton on the same initiative count and fight until they're destroyed. They disappear if the triton dies.

Spellcasting

Innate Spellcasting. The triton's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: ray of frost (see "Actions" below)

1/day each: fog cloud, gust of wind, wind wall

2/day: cone of cold

Actions

Multiattack. The triton makes two attacks using Wave Touch and casts ray of frost.

Wave Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit:22 (4d10) cold damage.

Ray of Frost (Cantrip). Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit:13 (3d8) cold damage, and the target's speed is reduced by 10 feet until the start of the triton's next turn.

Reactions

Frigid Shield. When a creature the triton can see targets the triton with an attack, the triton gains 10 temporary hit points. If the attack hits and reduces the temporary hit points to 0, each creature within 5 feet of the triton takes 9 (2d8) cold damage.

Lore

Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their ally, using it to defend their people or enact Thassa's wishes. While dire threats from the land might bring them to coastal shallows, most masters of waves keep to the ocean's depths.