Sea Spawn

Medium Monstrosity, Neutral Evil

STR
15 (+2)
DEX
8 (-1)
CON
15 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
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):

  • 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.

Find this creature in the encounter builder

Sea Spawn

Source: Mordenkainen Presents: Monsters of the Multiverse, p. 211 - Licenses and attribution