Great Diadem Urchin

Thick spines like the flanges of a royal crown bristle all across the surface of this strangely large golden sea urchin.
 

Great Diadem Urchin (CR 5)

Medium Vermin (Aquatic)
Alignment: Neutral
Initiative: -4
Senses: All-Around Vision, Low-Light Vision, Scent, Tremorsense 30 feet; Perception +1
  Speed: 10 feet
Space: 5 feet
 

Defense

Armor Class: 20, touch 6, flat-footed 20 (-4 Dex, +14 natural)
Hit Points: 57 (6d8+30) Regeneration 3 (fire, acid)
Saving Throws: Fort +10, Ref -2, Will +3
stability
Immunity: mind-affecting effects
 

Offense

Melee: 3 spines +9 (1d8+5 plus poison)
Reach: 5 feet
  Special Attacks: spines
 

Statistics

StrDexConIntWisCha
21 (+5) 3 (-4) 20 (+5) - 13 (+1) 2 (-4)
Base Attack Bonus: +4
CMB +9
CMD 15 (23 vs. Bull Rush or Trip)
  Feats:
  Skills: Perception +5 Languages:
  Special Qualities: Amphibious

 

Special Abilities

Poison (Ex)

Spines-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Con and stunned for 1 round; cure 1 save. Great diadem urchin venom is shockingly painful and feels acidic at the moment of contact-though the worst of the pain fades after a moment. The save DC is Constitution-based.

Spines (Ex)

A great diadem urchin's spines can swivel to face any approaching creature. Any creature that attacks a great diadem urchin with an unarmed strike or a natural attack, or any Large or smaller creature that attacks with a one-handed weapon or light weapon, is automatically attacked by the hunter urchin's spines as an immediate action. If the spines hit, they can poison the target as well.
 

Ecology

Environment: Temperate or Warm Oceans or Coastlines
Organization: solitary, pair, cluster (2-5)
Treasure: none

  Enormous and brilliantly colored diadem urchins are often sought after by terrestrial collectors or aquatic creatures seeking to simultaneously decorate and defend their throne rooms,
  yet such beasts are never truly trainable, and attack anyone who comes close.

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