Sea Spawn
Medium humanoid, neutral evil
Armor Class
11 (natural armor)
Hit Points
32 (5d8+10)
Speed
20 ft., swim 30 ft.
STR
15 (+2)
DEX
8 (-1)
CON
15 (+2)
INT
6 (-2)
WIS
10 (0)
CHA
8 (-1)
Senses
darkvision 120 ft.
Languages
understands Aquan and Common but can't speak
Challenge
1 (200 XP)
Limited Amphibiousness. The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.
Actions
Multiattack. The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Piscine Anatomy. The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy:
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Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
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Poison Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can’t use this tentacle on another target.