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
STR
14
+2
DEX
16
+3
CON
12
+1
INT
10
+0
WIS
13
+1
CHA
14
+2

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.