Sea Spawn

Medium humanoid, Neutral Evil

Armor Class

11 (natural armor)

Hit Points

32 (5d8+10)

Speed

walk 20 ft., swim 30 ft.

Senses

darkvision 120 ft.

Languages

understands Aquan and Common but can't speak

Challenge

1

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: • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Sea Spawn

Medium monstrosity, typically neutral evil

Armor Class

11 (natural armor)

Hit Points

32 (5d8 + 10)

Speed

walk 20 ft., swim 30 ft.

Senses

darkvision 120 ft.

Languages

understands Aquan and Common but can't speak

Challenge

1

Proficiency Bonus

+2

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): 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.