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Chigusa hybrid I

Medium humanoid (alien), any non-chaotic
Armor Class 11 (natural armor)
Hit Points 32 (5d8+10)
Speed 20ft Swim: 30ft

STR
14 +2
DEX
8 -1
CON
15 +2
INT
10 0
WIS
10 0
CHA
9 -1

Senses darkvision 120 ft.
Languages Chigusa, Common
Challenge 1 (200 xp)

Innate Spellcasting The chigusa can cast the following spell, requiring no components:

1/day: Light (targeting only itself)


Limited Amphibiousness. The chigusa can breathe air and water, but needs to be submerged in water at least once a day for 1 minute to avoid suffocating.


Actions

Multiattack. The chigusa makes three attacks: two unarmed strikes and one with its Piscine Anatomy.   Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.   Piscine Anatomy. The chigusa 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 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 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 a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target.


 

Created by

ohg0dbees.

Statblock Type

Monster / Creature

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