Sea Spawn

Medium Monstrosity, Neutral Evil
MPMM

AC 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.