Sea Spawn

Sea Spawn CR: 1

Medium humanoid, neutral evil
Armor Class: 11 (natural armour)
Hit Points: 32 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 & Common but cannot speak
Challenge Rating: 1

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 it's 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 +5 to hit, reach 5 ft, one target. Hit 4 1d4+2 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 it's 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 size or smaller creature. Until the grapple ends, the sea spawn can't use this tentacle on another target.
 

For many towns, villages, and sea shanties around the world, there are stories told to frighten youngsters & inexperienced sailors. One of the commonest is the stories of the Sea Spawn. These always involve those who have gone missing at sea, and came back. The former nearly always involves those whose ships have been wreaked in storms and went to the bottom of the ocean, or been capsized by some ancient seafaring monstrosity such as the infamous kraken. The latter, they are forced into servitude by monstrous oceanic beings who alter & then enthral them. A few speak of ships that have gone down and only appear under certain conditions with the crew greatly mutated by some unknown means.

Suggested Environments

Coasts and coastal waters.


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