Sea Spawn

Sea Spawn

Medium humanoid
Challenge

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 Athletics +3 (14), Perception +1 (12), Stealth +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 it needs to be submerged at least once every 4 hours to avoid suffocating.

Maneuvers. The sea spawn uses maneuvers (maneuver save Difficulty 12). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, grapple (Tentacles only), scurry, spring attack, tear flesh (Bite only)

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: +3 to hit. Hit: 4 (1d4 + 2) bludgeoning damage.

Variant: Bite. Melee Weapon Attack: +3 to hit. Hit: 4 (1d4 + 2) piercing damage.

Variant: Poison Quills (1/turn). Melee Weapon Attack: +3 to hit. 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.

Variant: Tentacle (1/turn). Melee Weapon Attack: +3 to hit, reach 2 m. Hit: 5 (1d6 + 2) bludgeoning damage.

Coastal, Underwatervgtm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Disengage action and the Dash action.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.