Kryx RPGThemesCreatures
Sea Spawn

Sea Spawn

Medium humanoid
Challenge
1

STR
2
DEX
−1
CON
2
INT
−2
WIS
0
CHA
−1

32
5d8+10
13
Soak
1
Fort
+3
Ref
+1
Will
−1
Defense note natural armor

Speed 4 m., swim 5 m.
Skills Insight +0 (11), Perception +0 (11)
Senses darkvision 20 m.
Languages understands Aquan and Common but can’t speak

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.

Piscine Anatomy. The sea spawn has the bite, poison quills, and tentacles attack options, provided it has the appropriate anatomy.

Actions (3)

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 4 (1d4 + 2) bludgeoning damage.

Bite. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 4 (1d4 + 2) piercing damage.

Poison Quills. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 5 (1d6 + 2) poison damage, and the target must succeed on a Difficulty 12 Fortitude 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.

Bite. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 4 (1d4 + 2) piercing damage.

Tentacle (1/turn). Melee Weapon Attack: +4 to hit, reach 2 m. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape Difficulty 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can’t use this tentacle on another target.

Coastal, Underwatervgtm

No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.