11 (natural armor)
32 (5d8+10)
walk 20 ft., swim 30 ft.
darkvision 120 ft.
understands Aquan and Common but can't speak
1
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.
The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy: • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
11 (natural armor)
32 (5d8 + 10)
walk 20 ft., swim 30 ft.
darkvision 120 ft.
understands Aquan and Common but can't speak
1
+2
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.
The sea spawn makes two Unarmed Strike attacks and one Piscine Anatomy attack.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
The sea spawn uses one of the following options (choose one or roll a d6): 1–2: Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 3–4: 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. 5–6: 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.