Sea Spawn
STATS
Medium humanoid, neutral evilArmor Class 11
Hit Points 26 (5d8 +10)
Speed 20 ft., swim 30 ft.
- 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 suffocating.
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 ft., 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: +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.
- 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.
Children
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