Pathfinder Reference Document
Pathfinder Reference Document

Sea Urchin, Hunter

Thousands of bright purple spines darken to ominous black tips all over this creature's spherical body.

Hunter Urchin CR 1

XP 400

N Medium vermin (aquatic)

Init -4; Senses low-light vision, scent, tremorsense 30 ft.; Perception +4

Defense

AC 12, touch 6, flat-footed 12 (-4 Dex, +6 natural)

hp 13 (2d8+4)

Fort +5, Ref -4, Will +0

Defensive Abilities all-around vision, stability; Immune mind-affecting effects

Offense

Speed 15 ft.

Melee tongue +3 (1d3+3 plus pull)

Space 5 ft.; Reach 5 ft. (20 ft. with tongue)

Special Attacks spines (+3, 1d4+2 plus poison), pull (tongue, 5 feet)

Statistics

Str 15, Dex 3, Con 14, Int —, Wis 11, Cha 2

Base Atk +1; CMB +3; CMD 9 (17 vs. bull rush, can't be tripped)

Skills Perception +4; Racial Modifiers +4 Perception

SQ amphibious

Ecology

Environment temperate or warm oceans or coastlines

Organization solitary, pair, or cluster (3-10)

Treasure none

Special Abilities

Poison (Ex) Spines—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect staggered for 1 round; cure 1 save.

Spines (Ex) When any creature attacks a hunter urchin with an unarmed strike or a natural attack, or with a manufactured melee weapon while adjacent to the urchin, the urchin gains a free attack with its spines.

Stability (Ex) Hunter urchins receive a +8 bonus to CMD against bull rush and trip combat maneuvers.

Giant sea urchins are predators of opportunity that wait for the tide to carry prey within reach of their attacks.

Sea Urchin, Spear

This creature's spines are massive in comparison to its body, and appear to be bladed.

Spear Urchin CR 4

XP 1200

N Large vermin (aquatic)

Init -4; Senses low-light vision, scent, tremorsense 30 ft.; Perception +4

Defense

AC 17, touch 5, flat-footed 17 (-4 Dex, +12 natural, -1 size)

hp 42 (5d8+20)

Fort +8, Ref -3, Will +1

Defensive Abilities all-around vision, stability (see the hunter urchin); Immune mind-affecting effects

Offense

Speed 5 ft.

Melee 2 spines +8 (1d6+6 plus poison)

Ranged 2 spines +3 (1d6+6 plus poison)

Space 10 ft.; Reach 5 ft.

Special Attacks spines (+8, 1d6+6 plus poison)

Statistics

Str 23, Dex 3, Con 18, Int —, Wis 11, Cha 2

Base Atk +3; CMB +10; CMD 16 (24 vs. bull rush, can't be tripped)

Skills Perception +4; Racial Modifiers +4 Perception

SQ amphibious

Ecology

Environment warm oceans or coastlines

Organization solitary, pair, or cluster (3-6)

Treasure none

Special Abilities

Poison (Ex) Spines—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Str and nauseated for 1 round; cure 1 save.

Spines (Ex) When a creature attacks a spear urchin with an unarmed strike or natural attack, or with a manufactured melee weapon while adjacent to the urchin, the urchin automatically gains a free attack with its spines. In addition, a spear urchin can fire up to 2 spines each round with a range increment of 30 feet. As long as its target is within 30 feet, a spear urchin ignores Dexterity and size penalties on ranged attack rolls, but beyond this range the penalties function normally. A spear urchin's spines function equally well underwater and above water.