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


Ecology

Environment: temperate or warm oceans or coastlines


Organization: solitary, pair, or cluster (3–10)


Treasure: none


Description

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.

Giant sea urchins are predators of opportunity that wait for the tide to carry prey within reach of their attacks.

Sea Urchin, Spear This creature’s spines are massive in comparison to its body, and appear to be bladed.

Source: Pathfinder Roleplaying Game Bestiary 5