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Sea Urchin, Great Diadem

Thick spines like the flanges of a royal crown bristle all across the surface of this strangely large golden sea urchin.

Great Diadem Urchin CR 5

XP 1,600
N Medium vermin (aquatic)
Init –4; Senses all-around vision, low-light vision, scent, tremorsense 30 ft.; Perception +1


AC 20, touch 6, flat-footed 20 (–4 Dex, +14 natural)
hp 57 (6d8+30); regeneration 3 (fire, acid)
Fort +10, Ref –2, Will +3
Defensive Abilities stability; Immune mind-affecting effects


Speed 10 ft.
Melee 3 spines +9 (1d8+5 plus poison)
Special Attacks spines


Str 21, Dex 3, Con 20, Int —, Wis 13, Cha 2
Base Atk +4; CMB +9; CMD 15 (23 vs. bull rush or trip)
Skills Perception +5; Racial Modifiers +4 Perception
SQ amphibious


Poison (Ex)

Great diadem urchin venom is shockingly painful and feels acidic at the moment of contact—though the worst of the pain fades after a moment. The save DC is Constitution-based.

Spines—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Con and stunned for 1 round; cure 1 save.

Spines (Ex)

A great diadem urchin's spines can swivel to face any approaching creature. Any creature that attacks a great diadem urchin with an unarmed strike or a natural attack, or any Large or smaller creature that attacks with a one-handed weapon or light weapon, is automatically attacked by the hunter urchin's spines as an immediate action. If the spines hit, they can poison the target as well.