Medium monstrosity, neutral evil
- Armor Class
- 11 (natural armor)
- Hit Points
- 32 (5d8 + 10)
- Speed
- swim 30 ft., 20 ft.
- Challenge
- 1 (200 XP)
STR
15
+2
DEX
8
-1
CON
15
+2
INT
6
-2
WIS
10
+0
CHA
8
-1
- Senses
- darkvision 120 ft., passive Perception 10
- Languages
- understands Aquan and Common but can't speak
Traits
Limited Amphibiousness.
The sea spawn can breathe air and water, but it needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.
Actions
Multiattack.
The sea spawn makes two Unarmed Strike attacks and one Piscine Anatomy attack.
Unarmed Strike.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Piscine Anatomy.
The sea spawn uses one of the following options (choose one or roll a d6):
- 1โ2: Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- 3โ4: Poison Quills. Melee Weapon Attack: +4 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.
- 5โ6: Tentacle. Melee Weapon Attack: +4 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.