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Sea Urchin, Black Spot

The spines of this sizable sea urchin bristle, revealing a strange, multipart beak gnashing in their midst.

Black Spot Urchin CR 1/2

XP 200
NE Tiny magical beast (aquatic)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +0


AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
hp 5 (1d10)
Fort +2, Ref +3, Will +0
Defensive Abilities stability; Immune mind-affecting effects; Resist cold 5


Speed 20 ft., swim 20 ft.
Melee bite +4 (1d3–5), spines –2 (1d2–5 plus curse)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks leaping charge


Str 1, Dex 13, Con 10, Int —, Wis 10, Cha 15
Base Atk +1; CMB +0; CMD 5 (13 vs. bull rush or trip)
Feats Weapon Finesse
Skills Acrobatics +9, Swim +3; Racial Modifiers +8 Acrobatics
Languages none
SQ amphibious


Curse (Su)

Instead of poison, the spines of black spot urchins bear what is for some a minor annoyance, but for sailors nearly a death sentence. The save DC is Charisma-based.

Spines—injury; save Fort DC 13; onset 1 round; frequency constant; effect target takes a –10 penalty on Swim checks and cannot hold its breath. If forced underwater, the target must save each round or drown.

Leaping Charge (Ex)

A black spot urchin ignores rough terrain and gaps less than 10 feet wide when charging. Additionally, its charges do no provoke attacks of opportunity.

Spines (Ex)

A black spot's spines can swivel to face any approaching creature. Any creature that attacks a black spot urchin with an unarmed strike or a natural attack is automatically attacked by the black spot's spines as an immediate action. If the spines hit, they can curse the target as well.

Stability (Ex)

All giant urchins and similar creatures—like black spots—receive a +8 bonus to CMD when resisting a bull rush or trip attempt.