Armor Class
11
Sea Spawn
Medium Monstrosity · Neutral Evil
Hit Points
32 (5d8 + 10)
Speed
Walk 20 ft., Swim 30 ft.
CR
1
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. 4 () Bludgeoning damage.
Piscine Anatomy
The sea spawn uses one of the following options (choose one or roll a ):
list
list-hang-notitle
1–2: Bite
item
Melee Weapon Attack +4 to hit, reach 5 ft., one target. 4 () Piercing damage.
3–4: Poison Quills
item
Melee Weapon Attack +4 to hit, reach 5 ft., one creature. 3 () Poison damage, and the target must succeed on a DC 12 Constitution saving throw or be 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
item
Melee Weapon Attack +4 to hit, reach 10 ft., one target. 5 () Bludgeoning damage, and the target is (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.
list
list-hang-notitle
1–2: Bite
item
Melee Weapon Attack +4 to hit, reach 5 ft., one target. 4 () Piercing damage.
3–4: Poison Quills
item
Melee Weapon Attack +4 to hit, reach 5 ft., one creature. 3 () Poison damage, and the target must succeed on a DC 12 Constitution saving throw or be 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
item
Melee Weapon Attack +4 to hit, reach 10 ft., one target. 5 () Bludgeoning damage, and the target is (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.