Tiny Aberration, Neutral Evil
Armor Class 13
Hit Points 7 (2d6)
Speed 30 ft., Swim 20 ft.
STR
6 (-2)
DEX
16 (+3)
CON
11 (+0)
INT
9 (-1)
WIS
10 (+0)
CHA
12 (+1)
Skills Intimidation +3, Stealth +3
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 90 ft, Passive Perception 10
Languages Aquan, Deep Speech
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Shapechanger. The Child of the Deep can use its action to polymorph into a beast form that resembles a parrot (speed 10 ft. fly 50 ft.), a tree crab (speed 10 ft., climb 20 ft), or an octopus (speed 5 ft., swim 30 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Magic Resistance. The Child of the Deep has advantage on saving throws against spells and other magical effects.

Amphibious. The Child of the Deep can breathe air and water.

Actions

Bite/claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become 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.

Monster Tags: abberation

Habitat: Underwater

Mononymous

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