Sea Spawn
Medium Monstrosity, Neutral EvilAC 11 (natural armor)
HP 32 (5d8 + 10)
Speed 20 ft., swim 30 ft.
STR
15 (+2)
Save +2
DEX
8 (-1)
Save -1
CON
15 (+2)
Save +2
INT
6 (-2)
Save -2
WIS
10 (+0)
Save +0
CHA
8 (-1)
Save -1
Senses darkvision 120 ft., Passive Perception 10
Languages understands Aquan and Common but can't speak
CR 1
Traits
Limited Amphibiousness. The sea spawn can breathe air and water, but it needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.
Actions
Multiattack. The sea spawn makes two Unarmed Strike attacks and one Piscine Anatomy attack.
Unarmed Strike. 4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Piscine Anatomy. The sea spawn uses one of the following options (choose one or roll a d6): 1–2: Bite: 4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 3–4: Poison Quills: 4 to hit, reach 5 ft., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a 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. 5–6: Tentacle: 4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target.