Sea SpawnMedium humanoid
- 1 (200 XP)
Dashing Strike. If the sea spawn uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
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.
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 1.5 m. 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 1.5 m. Hit: 4 (1d4 + 2) piercing damage.
Poison Quills. Melee Weapon Attack: +5 to hit, reach 1.5 m., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 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.
Tentacle. Melee Weapon Attack: +5 to hit, reach 3 m. 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.