Sea Spawn
Mordenkainen Presents: Monsters of the Multiverse p. 211,
- Size
- Medium
- Type
- monstrosity
- Alignment
- typically neutral evil
- AC
- 11 (natural armor)
- Hit Points
- 32 (5d8+10)
- Speed
- walk 20 ft., swim 30 ft.
- Senses
- darkvision 120 ft.
- Passive Perception
- 10
- Languages
- understands Aquan and Common but can't speak
- Challenge
- 1
STR
15
+2
DEX
8
−1
CON
15
+2
INT
6
−2
WIS
10
+0
CHA
8
−1
Traits
Proficiency Bonus
+2
Limited Amphibiousness
The sea spawn can breathe air and water, but it needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.
Actions
Multiattack
The sea spawn makes two Unarmed Strike attacks and one Piscine Anatomy attack.
Unarmed Strike
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Piscine Anatomy
The sea spawn uses one of the following options (choose one or roll a d6):
Piscine Anatomy:
| d6 | Attack |
|---|---|
| 1-2 | Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. |
| 3-4 | Poison Quills Melee Weapon Attack: +4 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. |
| 5-6 | Tentacle Melee Weapon Attack: +4 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.