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Sea Spawn

Medium humanoid, neutral evil
Armor Class 11 (natural armor)
Hit Points 32 (5d8+10) 5d8+10
Speed 20ft Swim: 30ft

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 suffocation.


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 f., 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:

  1. 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: 3 (1d6) poison damage, and 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 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 Medium or smaller. Until this grapple ends, the sea spawn can't use this tentacle on another target.


 

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