Sources
CR
Type
Size
Alignment
Movement

Sea Spawn

Medium Humanoid, Neutral Evil

Armor Class 11 (natural armor)
Hit Points 32 (5d8 + 10)
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 understands Aquan and Common but can't speak
Challenge 1 (200 XP)

Traits

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:

  • Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:4 (1d4 + 2) piercing damage.
  • 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.
  • 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.

Lore

Many of the stories sung as sea shanties and passed on as tales in dockside taverns tell of people lost to the sea-but not merely drowned and gone. These unfortunates are taken by the ocean and live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.