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Sea Spawn
- STR
- 15 (+2)
- DEX
- 8 (-1)
- CON
- 15 (+2)
- INT
- 6 (-2)
- WIS
- 10 (+0)
- CHA
- 8 (-1)
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
The sea spawn makes two Unarmed Strike attacks and one Piscine Anatomy attack.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
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

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