Sea Spawn

Medium monstrosity, Neutral Evil

Armor Class11 (natural armor)
Hit Points32 (5d8 + 10)
Speed20 ft., swim 30 ft.
STRDEXCONINTWISCHA
15 (+2) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 8 (-1)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., passive Perception 10
Languagesunderstands Aquan and Common but can't speak
Challenge1

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

  • 3–4: Poison Quills

    Melee Attack Roll: +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 Attack Roll: +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.