Armor Class
11
Sea Spawn
Medium Humanoid · 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 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:
list
list-hang-notitle
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.
list
list-hang-notitle
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.