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Sea Urchin, Spear

This strange-looking bright colored creature has a spherical body covered with hundreds of javelinlike bright purple spines that darken to ominous black tips.

Spear Urchin CR 4

XP 1,200
N Large vermin (aquatic)
Init –4; Senses all-around vision, low-light vision, scent, tremorsense 30 ft.; Perception +4


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 stability; Immune mind-affecting effects


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)


Str 23, Dex 3, Con 18, Int —, Wis 11, Cha 2
Base Atk +3; CMB +10; CMD 16 (24 vs. bull rush or trip)
Skills Perception +4; Racial Modifiers +4 Perception
SQ amphibious


Poison (Ex)

Spear urchin venom causes horrific pain that weakens the muscles and causes intense nausea. The save DC is Constitution-based.

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)

A spear urchin’s spines can swivel and rotate to face any approaching creature that attacks it. Any creature that attacks a spear urchin with an unarmed strike or a natural attack, or any Large or smaller creature that attacks with a onehanded weapon or light weapon, is automatically attacked by the spear urchin’s spines as an immediate action. If the spines hit, they can poison the target as well. In addition, a spear urchin can fire up to two spines each round as if they were javelins with a range increment of 30 feet. As long as its target is within range of its tremorsense (30 feet), a spear urchin ignores its Dexterity penalty on ranged attack rolls, but beyond this range the penalty functions normally, effectively increasing a spear urchin’s penalty to hit by –4 over its standard penalty for range. A spear urchin’s spines function equally well underwater as they do above water.