Kysh
Ghosts of Saltmarsh p. 240
- Size
- Medium
- Type
- humanoid (triton)
- Alignment
- lawful good
- AC
- 13
- Hit Points
- 27 (5d8+5)
- Speed
- walk 30 ft., swim 30 ft.
- Skills
- Persuasion +4, Survival +3
- Senses
- darkvision 60 ft.
- Passive Perception
- 11
- Languages
- Common, Primordial
- Challenge
- 1
Traits
Amphibious
Kysh can breathe air and water.
Emissary of the Sea
Kysh can communicate simple ideas with amphibious and water-breathing beasts. They understand the meaning of his words, but he cannot understand them in return.
Innate Spellcasting
Kysh's spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He can cast the following spell, requiring only verbal components:
- 1/day: fog cloud
Actions
Multiattack
Kysh makes two melee attacks with his spear.
Spear
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Spells
fog cloud
Other data
description
A prisoner of the sahuagin in The Final Enemy, Kysh is a defender of the deep sea realms who is ready to join the party in their struggle. Tritons are folk of the Elemental Plane of Water who journeyed to the Material Plane to watch over the dark places of the ocean depths. They stand guard over portals, deep sea chasms, and other places where foul monsters might emerge. When such threats appear, the tritons take up arms to drive them from the world.