Sea Spawn
Medium humanoid, neutral evil
Armor Class 11 (natural armor)
Hit Points 32 (5d8+10) 5d8+10
Speed
20ft
Swim: 30ft
Senses darkvision 120 ft., passive Perception 10
Languages understands Aquan and Common but can't speak
Challenge 1 (200 XP)
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 suffocation.
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 f., one target. Hit: 4 (1d4+2) bludgeoning damage.
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 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Poison Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) poison damage, and 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 a success.
Tentacle. Melee Weapon Attack: +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 Medium or smaller. Until this grapple ends, the sea spawn can't use this tentacle on another target.