Thousands of bright purple spines darken to ominous black tips all over this creature’s spherical body.
Hunter Sea Urchin (CR 1)
Medium vermin (aquatic)
Init -4; Senses all-around vision, low-light vision, scent, tremorsense 30 ft.; Notice 14
Defense
AC 12, flat-footed 12
(-4 Dex, +6 natural)
HP 13 (2d8+4)
Fort +5, Ref -4, Will +0
Defensive Abilities stability; Immune mind
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 marine
Organization solitary, pair, or cluster (3-10)
Treasure none
Special Abilities
Poison (Ex, Con) Spines—injury; track Strength; save Fort DC 13; frequency 1/round for 6 rounds; effect healthy—staggered; cure 1 save.
Spines (Ex) When any creature attacks a hunter urchin with melee attack that does not have reach, 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.