Medium humanoid, neutral evil
Armor Class: 11
Hit Points: 32 (5d8+10) 5d8+10
Speed:
20 ft
, swim: 30 ft
Senses: darkvision 120ft., passive Perception 10
Languages: understands Aquan and Common but cannot speak
Challenge Rating: 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 1d20+4 to hit, reach 5f.t, one taget. Hit: 4(1d4+2) 1d4+2 bludgeoning damage 1d4+2 .
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 1d20+5 to hit, reach 5ft., one target. Hit: 4 (1d4+2) 1d4+2 bludgeoning damage.
- Poison Quills. Melee Weapon Attack: +5 1d20+5 to hit, reach 5ft., one creature. Hit: 3 (1d6) 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.
- Tentacle. Melee Weapon Attack: +5 1d20+5 to hit, reach 10ft., one target. Hit: 5 (1d6+2) 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.
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