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.
