This scaly, finned humanoid has an athletic build and blue-green coloration. Its legs end in wide flippers rather than feet.
Mythic Triton (CR 3/MR 1)
XP 800
Pathfinder Roleplaying Game Bestiary 2
NG Medium outsider (mythic, native, water)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
Defense
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 19 (3d10+3)
Fort +4, Ref +1, Will +4
Offense
Speed 5 ft., swim 40 ft.
Melee mwk trident +5 (1d8+1)
Ranged heavy crossbow +3 (1d10/19–20)
Special Attacks horn of the tritonsMA, mythic power (1/day, surge 1d6)
Spell-Like Abilities (CL 7th; concentration +7)
1/day—summon nature’s ally II (Small water elemental or 1d3 dolphins only)
Statistics
Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11
Base Atk +3; CMB +4; CMD 14
Feats Mounted CombatMF, Ride-By Attack
Skills Craft (any one) +7, Diplomacy +6, Perception +7, Ride +6, Sense Motive +7, Stealth +6, Survival +7, Swim +9
Languages Aquan, Common
SQ sea riderMA
Ecology
Environment any oceans
Organization solitary, company (2–5), squad (6–11), or band (12–21 plus 2–16 dolphins)
Treasure standard (masterwork trident, heavy crossbow with 10 bolts, other treasure)
Special Abilities
Horn of the Tritons (Su) When a mythic triton sounds a non-magical conch shell, he can use it as if it were a horn of the tritons by expending one use of his mythic power. If the triton creates fear, it does not affect its allies. If it uses the horn to summon, it may choose to summon 1d3 giant seahorses or a single killer seahorse or advanced sea cat. It cannot use this ability if a horn of the tritons has already been sounded within 1 mile until 1 minute has passed.
Sea Rider (Ex) A creature ridden by a mythic triton gains a +10-foot enhancement bonus to its swim speed and a +1 dodge bonus to its AC. In addition, if a mythic triton rides the creature for at least one hour, it can expend one use of its mythic power to grant the creature agile mythic simple template (as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures) for 24 hours. This ability affects only aquatic or water subtype creatures with 6 or fewer Hit Dice and an Intelligence of 1 or 2.