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Sea Urchin, Hunter

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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

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.