Medium monstrosity, Neutral Evil
| Armor Class | 11 (natural armor) |
|---|---|
| Hit Points | 32 (5d8 + 10) |
| Speed | 20 ft., swim 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 8 (-1) | 15 (+2) | 6 (-2) | 10 (+0) | 8 (-1) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 10 |
| Languages | understands Aquan and Common but can't speak |
| Challenge | 1 |
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.
The sea spawn makes two Unarmed Strike attacks and one Piscine Anatomy attack.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
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.
Medium humanoid, Neutral Evil
| Armor Class | 11 (natural armor) |
|---|---|
| Hit Points | 32 (5d8 + 10) |
| Speed | 20 ft., swim 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 8 (-1) | 15 (+2) | 6 (-2) | 10 (+0) | 8 (-1) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 10 |
| Languages | understands Aquan and Common but can't speak |
| Challenge | 1 |
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.
The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy:
Bite Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Poison Quills Melee Attack Roll: +5 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.
Tentacle Melee Attack Roll: +5 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.