Kysh

Ghosts of Saltmarsh p. 240

Tamaño
Mediano
Tipo
humanoid (triton)
Alineamiento
legal bueno
CA
13
Puntos de golpe
27 (5d8+5)
Velocidad
walk 30 ft., swim 30 ft.
Habilidades
Persuasion +4, Survival +3
Sentidos
darkvision 60 ft.
Percepción pasiva
11
Idiomas
Common, Primordial
Desafío
1
FUE
14
+2
DES
16
+3
CON
12
+1
INT
10
+0
SAB
13
+1
CAR
14
+2

Rasgos

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

Acciones

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.

Conjuros

fog cloud

Otros datos

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.