Sea Spawn

Mordenkainen Presents: Monsters of the Multiverse p. 211,

Tamaño
Mediano
Tipo
monstrosity
Alineamiento
typically neutral evil
CA
11 (natural armor)
Puntos de golpe
32 (5d8+10)
Velocidad
walk 20 ft., swim 30 ft.
Sentidos
darkvision 120 ft.
Percepción pasiva
10
Idiomas
understands Aquan and Common but can't speak
Desafío
1
FUE
15
+2
DES
8
−1
CON
15
+2
INT
6
−2
SAB
10
+0
CAR
8
−1

Rasgos

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.

Acciones

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:

d6Attack
1-2Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
3-4Poison 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.
5-6Tentacle 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.

Otros datos

description