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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8680413" data-attributes="member: 53176"><p><h3>Sea Spawn (VGtM)</h3><p></p><p>Sea Spawn are fishy folks who have fallen under the influence of a master from the deep fathoms below. As a result, they have transformed from humanoids into piscine monstrosities. </p><p></p><p>The book goes incredibly in depth to provide ways to use these creatures in a campaign. Including a list of aquatic patrons (with examples for basically every tier of play, if you remember that Hag Covens exist) for these spawn to serve and a few reasons why someone might strike a deal with them. Furthermore, the book even outlines a village, including supporting creatures which would be good to use alongside the Sea Spawn. </p><p></p><p>I wish more monster entries had this level of detail. The only thing this entry lacks is a combat routine.</p><p></p><p>Speaking of which, the Sea Spawn is a Slow Melee Brute, with a few caveats. Firstly, they are only slow while on land. In the water they can easily outswim most PCs due to actually having a swim speed (I’m never going to get over Firenewts). Secondly, their fishy mutations provide a smattering of control options for them to abuse. Their tentacle attack can grapple someone underwater, while drowning isn’t likely to happen over the span of a combat, it can severely hamper a melee combatant with disadvantage. And their Poison Quills attack can poison, obviously. Being situationally subpar is fine, so long as you can engineer the situation where they are situationally better. </p><p></p><p>In the changeover, the Sea Spawn lost the ability to speak Aquan, and changed from a humanoid into a monstrosity. Also, their Piscine Anatomy action now has an optional random die roll to pick an attack, if you are into that kind of thing.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8680413, member: 53176"] [HEADING=2]Sea Spawn (VGtM)[/HEADING] Sea Spawn are fishy folks who have fallen under the influence of a master from the deep fathoms below. As a result, they have transformed from humanoids into piscine monstrosities. The book goes incredibly in depth to provide ways to use these creatures in a campaign. Including a list of aquatic patrons (with examples for basically every tier of play, if you remember that Hag Covens exist) for these spawn to serve and a few reasons why someone might strike a deal with them. Furthermore, the book even outlines a village, including supporting creatures which would be good to use alongside the Sea Spawn. I wish more monster entries had this level of detail. The only thing this entry lacks is a combat routine. Speaking of which, the Sea Spawn is a Slow Melee Brute, with a few caveats. Firstly, they are only slow while on land. In the water they can easily outswim most PCs due to actually having a swim speed (I’m never going to get over Firenewts). Secondly, their fishy mutations provide a smattering of control options for them to abuse. Their tentacle attack can grapple someone underwater, while drowning isn’t likely to happen over the span of a combat, it can severely hamper a melee combatant with disadvantage. And their Poison Quills attack can poison, obviously. Being situationally subpar is fine, so long as you can engineer the situation where they are situationally better. In the changeover, the Sea Spawn lost the ability to speak Aquan, and changed from a humanoid into a monstrosity. Also, their Piscine Anatomy action now has an optional random die roll to pick an attack, if you are into that kind of thing. [/QUOTE]
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