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Monster

Sea Spawn

Medium Humanoid · Neutral Evil

Volo's Guide to Monsters Page 189
Armor Class 11
Hit Points 32 (5d8 + 10)
Speed Walk 20 ft., Swim 30 ft.
CR 1
STR 15 +2
DEX 8 -1
CON 15 +2
INT 6 -2
WIS 10 +0
CHA 8 -1

Traits

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. 4 () 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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item
Bite
Melee Weapon Attack +5 to hit, reach 5 ft., one target. 4 () Piercing damage.
item
Poison Quills
Melee Weapon Attack +5 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.
item
Tentacle
Melee Weapon Attack +5 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.
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