Ravenous Urchin Swarm

A wave of swift-moving spines rushes forward-a roiling tide of dangerously fast sea urchins.
 

Ravenous Urchin Swarm (CR 2)

Tiny Vermin (Aquatic, Swarm)
Alignment: Neutral Evil
Initiative: +1
Senses: Darkvision 60 feet, Scent; Perception +1
  Speed: 10 feet, Swim 20 feet
Space: 10 feet
 

Defense

Armor Class: 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
Hit Points: 18 (4d8)
Saving Throws: Fort +4, Ref +2, Will +2
Immunity: mind-affecting effects,
Energy Resistance: cold 5
 

Offense

Melee: swarm +6 (2d6 plus poison)
Reach: 0 feet
  Special Attacks: Distraction (DC 14), Jet, underfoot
 

Statistics

StrDexConIntWisCha
1 (-5) 13 (+1) 10 (+0) - 13 (+1) 9 (-1)
Base Attack Bonus: +3
CMB +2
CMD 7 (can't be tripped)
  Feats: Weapon Finesse
  Skills: Acrobatics +9, Swim +3 Languages:
  Special Qualities: Amphibious

 

Special Abilities

Jet (Ex)

While underwater, a ravenous urchin swarm can jet as a full-round action at a speed of 70 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Poison (Ex)

  • Delivery: Swarm-injury
  • Fortitude Save: 12
  • Frequency: 1/round for 6 rounds
  • Track: Moderate Dexterity
  • Initial Effect: speed reduced by 10 feet (to a min of 5 feet)
  • Secondary Effect: speed reduced by 10 feet (to a min of 5 feet)
  • Saves: 1 save

  The venom of ravenous urchin swarms stiffens muscles and locks joints into painful configurations.

Underfoot (Ex)

Each time a creature moves through a space occupied by a ravenous urchin swarm or starts its movement in such a space, it runs the risk of a ravenous urchin moving underfoot. The creature must succeed at a DC 13 Reflex save or take 1 point of damage plus poison. Additionally, the affected creature's movement speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a ravenous urchin. Any creature moving at half its speed or slower can pick its way through a tidal pool of ravenous urchins (but not a ravenous urchin swarm) with no trouble. The save DC is Constitution-based.
 

Ecology

Environment: Any Coastlines or Aquatic
Organization: solitary, pool (2-5), or red tide (11-20)
Treasure: none

  Unlike most urchins, the creatures that make up the infamous urchin swarms are capable of propelling themselves beneath the waves at furious speeds, creating a dangerous threat to pearl divers and other aquatic creatures - often one that's dismissed as a myth until it's far too late.

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