Spear Urchin
CR: 4 XP: 1200
N Large vermin (aquatic)
Init: –4 Senses: low-light vision, scent, tremorsense 30 ft. Perception: +4
Defense
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: all-around vision, stability (see the hunter urchin)
Immune: mind-affecting effects
Offense
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)
Statistics
Str: 23 Dex: 3 Con: 18 Int: — Wis: 11 Cha: 2
Base Atk: +3 CMB: +10 CMD: 16 (24 vs. bull rush, can’t be tripped)
Skills: Perception +4, Racial Modifiers +4 Perception
SQ: amphibious
Ecology
Environment: warm oceans or coastlines
Organization: solitary, pair, or cluster (3–6)
Treasure: none
Description
Poison (Ex) 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) When a creature attacks a spear urchin with an unarmed strike or natural attack, or with a manufactured melee weapon while adjacent to the urchin, the urchin automatically gains a free attack with its spines. In addition, a spear urchin can fire up to 2 spines each round with a range increment of 30 feet. As long as its target is within 30 feet, a spear urchin ignores Dexterity and size penalties on ranged attack rolls, but beyond this range the penalties function normally. A spear urchin’s spines function equally well underwater and above water.
