Creatures in "Sea Urchin, Giant" Category

System: Pathfinder | SRD

Creatures in "Sea Urchin, Giant" Category CR Black Spot 1/2 Glass Urchin 9 Great Diadem Urchin 5 Hunter Urchin 1 Ravenous Urchin Swarm 2 Spear Urchin 4
XP 200
Init +1 ; Senses darkvision 60 ft., low-light vision, scent; Perception +0
Defense
AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
hp 5 (1d10)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects
Resist cold 5
Offense
Speed 20 ft., swim 20 ft.
Melee bite +4 (1d3–5), spines –2 (1d2–5 plus curse)
Space 2 1/2 ft., ; Reach 0 ft.
Special Attacks leaping charge
CMB +0 CMD 5 (13 vs. bull rush or trip)
Statistics
Str 1,, Dex 13,, Con 10,, Int —,, Wis 10,, Cha 15
Base Atk +1
Feats Weapon Finesse
Skills Acrobatics +9, Swim +3
Languages none
SQ amphibious
Special Abilities
Curse (Su) Instead of poison, the spines of black spots bear what is for some a minor annoyance, but for sailors nearly a death sentence. The save DC is Charisma-based. Spines—injury; save Fort DC 13; onset 1 round; frequency constant; effect target takes a –10 penalty on Swim checks and cannot hold its breath. If forced underwater, the target must save each round ( Core Rulebook 445) or drown.
Leaping Charge (Ex) A black spot ignores rough terrain and gaps less than 10 feet wide when charging. Additionally, its charges do no provoke attacks of opportunity.
Spines (Ex) A black spot’s spines can swivel to face any approaching creature. Any creature that attacks a black spot urchin with an unarmed strike or a natural attack is automatically attacked by the black spot’s spines as an immediate action. If the spines hit, they can curse the target as well.
Stability (Ex) All giant urchins and similar creatures—like black spots—receive a +8 bonus to CMD when resisting a bull rush or trip attempt.

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