Sea Urchin, Hunter

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
AC 12, flat-footed 12
(-4 Dex, +6 natural)
HP 13 (2d8+4)
Fort +5, Ref -4, Will +0
Defensive Abilities stability; Immune mind
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)
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
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.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.