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Sea Urchin, Hunter

This strange-looking creature has a spherical body covered with hundreds or thousands of two-foot-long bright purple spines that darken to ominous black tips.

Hunter Sea Urchin CR 1

XP 400
N Medium vermin (aquatic)
Init –4; Senses all-around vision, low-light vision, scent, tremorsense 30 ft.; Perception +4


AC 12, touch 6, flat-footed 12 (–4 Dex, +6 natural)
hp 13 (2d8+4)
Fort +5, Ref –4, Will +0
Defensive Abilities stability; Immune mind-affecting effects


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)


Str 15, Dex 3, Con 14, Int —, Wis 11, Cha 2
Base Atk +1; CMB +3; CMD 9 (17 vs. bull rush or trip)
Skills Perception +4; Racial Modifiers +4 Perception
SQ amphibious


All-Around Vision (Ex)

All giant sea urchins can see in all directions. They gain a +4 racial bonus on Perception checks and cannot be flanked.

Poison (Ex)

Hunter urchin venom causes intense pain that staggers those who suffer its effects, but does not actually inflict ability damage. The save DC is Constitution-based.

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

Spines (Ex)

A hunter urchin’s spines can swivel to face any approaching creature. Any creature that attacks a hunter urchin with an unarmed strike or a natural attack, or any Medium 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.

Stability (Ex)

All giant sea urchins receive a +8 bonus to CMD when resisting a bull rush or trip attempt.