Tona
Small fey, chaotic good
AC 14
HP 27 (6d6+6)
Speed 25 ft (when mounted on giant frog 30 ft, climb 30 ft, swim 30 ft)
Str 6 (-2) Dex 18 (+4) Con 13 (+1) Int 12 (+1) Wis 16 (+3) Cha 15 (+2)
Skills handle animal +5, medicine +5, nature +5, perception +5, perform +4, stealth +6
Tools (+2) drums, giant frog mounts
Senses darkvision 60 ft, passive perception 15
Languages Arawak, Aztec, Island Carib, Mayan (Elven), Sylvan
Challenge 3 (XP 700)
TRAITS
Giant Frog Rider. When riding a giant frog equipped with a special harness saddle, a tona stays in place even when the frog is climbing. It can also force any attacks made against its giant frog mount to target the tona instead.
Innate Spellcasting. A tona's innate Spellcasting ability is Wisdom (spell save DC 13, spell attack +5). They can cast the following spells innately without material components:
At-Will: commune with nature, dominate beast, invisibility, speak with animals.
Once per day: control weather.
Skulker. A tona can hide when only lightly obscured from the creature it is hiding from. When a tona misses with a ranged attack while hiding from a creature, it does not give away it's position.
Tree Frog Venom. A tona uses tree frog venom on its attacks, which requires a DC 13 Constitution save. A creature affected by the venom is poisoned for 1 hour. After one minute of being poisoned they must repeat the saving throw and if they fail they are paralyzed for the rest of the time they are poisoned. A paralyzed creature that goes untreated must make a DC 13 Constitution save every ten minutes while poisoned or take 14 (4d6) poison damage.
ACTIONS
Poison Dagger. Melee weapon attack. Attack: +6 hit, reach 5-ft, one target. Hit: 5 (1d4+3) piercing damage, and the target must make a DC 13 Constitution save against tree frog venom (see above).
Blowgun. Ranged weapon attack. Attack: +6 hit, range 20-ft/60-ft, one target. Hit: 1 piercing damage, and the target must make a DC 13 Constitution save against tree frog venom (see above).
Tona are honorable nature spirits who roam the Caribbean bringing rain and tending to the animal population. They avoid humanity for the most part, preferring the company of wild creatures to any “civilization.” They will not come if summoned by an evil bokor. Tona are close to two feet tall with broad faces and clever hands. Their hair is typically bright green and their eyes are bright blue. Tona are famous for their singing, which echoes through the tropics on warm, rainy nights. Tona raise giant tree frogs as mounts. They have special harness saddles so they can take advantage of their mounts’ ability to climb anything.
They can be summoned like djab, though they never come if summond by an evil bokor. The typical sacrifice for summoning tona is saving the animals and plants of an area that is being decimated by colonization.
Triton (Sea Elf)
Medium humanoid (elf), any alignment (chaotic good tendencies)
AC 16 (scale armor)
HP 22 (5d8)
Speed 30 ft, swim 35 ft
Str 14 (+2) Dex 15 (+2) Con 10 (+0) Int 12 (+1) Wis 14 (+2) Cha 12 (+1)
Skills perception +4, stealth +4
Senses darkvision 60 ft, passive perception 14
Languages English (Common), Elven, Aquan
Challenge 1 (XP 200)
TRAITS
Fey Ancestry. A triton has advantage on saving throws against being charmed, and can't be put to sleep by magic.
Hold Breath. A triton can hold their breath on land for a number of minute equal to their Constitution score (10).
One With the Sea. A triton moves unhindered thru marine difficult terrain, such as seaweed or choppy waves, and can hide when only lightly obscured in marine environments.
ACTIONS
Trident. Melee weapon attack. Attack: +4 hit, reach 10-ft, one target. Hit: 7 (1d10+2) piercing damage.
Harpoon. Ranged weapon attack. Attack: +4 hit, range 30-ft/120-ft, one target. Hit: 5 (1d6+2) piercing damage.
Net. Ranged weapon attack. Attack: +4 hit, range 30-ft, one Large or smaller target with a cohesive form. Hit: The target is restrained. Either the target or another creature can use its action to make a DC 10 Strength check, freeing the trapped creature. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, and destroying the net.
Conc Shell, Summoning (once per hour). By blowing the conc shell in quick succession, the triton summons a number of aquatic animals which arrive in 3 (1d6) rounds. 16 (3d10) Hippocampi, giant seahorses, dolphins, and/or sea lions are commonly summoned.
Conc Shell, Terrifying. By blowing the conc shell in an elongated eerie note, the triton causes all marine beasts (except squids) within 60 feet to make a DC 13 Wisdom check or be frightened for 1 minute.
Yugoloth, Marraenoloth (Charon's Daemon)
Medium fiend, neutral evil
AC 14 (leather armor)
HP 90 (12d8+36)
Speed 40 ft
Str 14 (+2) Dex 16 (+3) Con 16 (+3) Int 16 (+3) Wis 18 (+4) Cha 18 (+4)
Skills arcana +6, deception +7, insight +7, intimidate +7, perception +7, persuasion +7, religion +6
Tools (+3) navigation tools, watercraft
Condition Immunities memory loss, poisoned
Damage Immunities acid, poison
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft, passive perception 17
Languages Common, Abyssal, Infernal, telepathy 60 ft
Challenge 7 (XP 2,900)
TRAITS
Innate Spellcasting. The marraenoloth's innate spellcasting ability is Charisma (spell save DC 15, spell attack +7). It can innately cast the following spells without material components:
At-will: alter self, animate dead, fear (gaze), phantasmal killer, suggestion.
Once per day: contagion, mass suggestion.
Magic Resistance. The marraenoloth has advantage on saves against spells and magical effects.
Planar Boatman. When at the helm of a watercraft, the marraenoloth can pilot it into any plane of existence, emerging anywhere that oceans or rivers touch on that plane. Most commonly this is used to ferry souls of the dead to the Shadowlands and beyond. This voyage can take less than a minute on its own, but when ferrying other creatures requires at least an 8 hour journey at sea, and all creatures aboard enter the destination plane, willing or not.
ACTIONS
Multiattack. The yugoloth makes 2 charon's staff or unholy fire attacks, and may cast one of its at-will spells as a bonus action.
Charon's Staff. Melee weapon attack. Attack: +7 hit (a magical attack), reach 10-ft, one target. Hit: 8 (1d8+4) bludgeoning damage, and the target must make a DC 15 Constitution save or suffer vulnerability to all damage for the next hour.
Unholy Fire. Ranged weapon attack. Attack: +7, range 100-ft, one target. Hit: 10 (3d6) necrotic damage, and the target ages one year.
Teleport. The marraenoloth teleports up to 60 feet to a space it can see, and may teleport its skiff along with it, with or without any passengers.
NEGOTIATING WITH A MARRAENOLOTH
A marraenoloth can either be found near the Shores of Death, the Shadowlands, or else it must be summoned with a suitable spell and an offering worth at least 500 gp. Upon arrival, the marraenoloth demands payment; if it was summoned this is typically (though not always) the item used as an offering. If payment is refused, the marraenoloth departs, albeit it will likely carry a grudge against those who wasted its time and will never again respond to their summons.
If payment is given, there is a 70% chance that the marraenoloth will betray his passengers during the voyage. For every additional 200 gp that is paid to the marraenoloth, the chance decreases by 10%, to a minimum of 20%. No fiends are trustworthy, not even well paid ones. Persuasion checks could be made to lower it even further, at the DM’s discretion.