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Sea spawn

Medium humanoid, Neutral Evil

Armor Class 11
Hit Points 32
Speed: 20 ft Swim: 30 ft

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 common and aquatic but can't speak
Challenge Rating 1

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.   Unarmed Strike. 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.


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