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Sea Spawn

Medium humanoid, neutral evil
Armor Class 11 (natural armor)
Hit Points 32 (5d8+10) 5d8+10
Speed 20ft Swim: 30ft

STR
15 +2
DEX
8 -1
CON
15 +2
INT
6 -2
WIS
10 0
CHA
8 -1

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:

  1. 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.


 

Created by

opticalcite.

Statblock Type

Monster / Creature

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