Scimitar. Melee Weapon Attack:+3 to hit, reach 5 ft., one target.
Hit:4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack:+3 to hit, range 80 ft./320 ft., one target.
Hit: 5 (1d8 + 1) piercing damage.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reac h 5 ft., one
target. Hit: 6 (ld6 + 3) slash ing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
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.
Multiattack. The sea spawn makes three attacks: two unarmed strikes and one with its Piseine 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:
Bite. Melee Weapon Attack: +S to hit, reach 5 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
Poison Quills. Melee Weapon Attack: +5 to hit, reach S ft., one creature. Hit: 3 (ld6) 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.
Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (ld6 + 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.