Monster
Sea Spawn
Outside your table’s allowed sources
Official reference · VGM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 11 (natural armor)
- Hit points
- 32 (5d8 + 10)
- Speed
- Walk 20 ft., Swim 30 ft.
- Challenge rating
- 1
- Alignment
- Neutral Evil
- Strength
- 15
- Dexterity
- 8
- Constitution
- 15
- Intelligence
- 6
- Wisdom
- 10
- Charisma
- 8
- Passive Perception
- 10
- Senses
- darkvision 120 ft.
- Languages
- understands Aquan and Common but can't speak
Traits
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.
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 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.