Sea Urchin, Giant, Great Diadem UrchinThick spines like the flanges of a royal crown bristle all across the surface of this strangely large golden sea urchin.Great Diadem Urchin CR 5Source Pathfinder #56: Raiders of the Fever Sea pg. 89 XP 1,600 N Medium vermin (aquatic) Init –4; Senses all-around vision, low-light vision, scent, tremorsense 30 ft.; Perception +1DefenseAC 20, touch 6, flat-footed 20 (–4 Dex, +14 natural) hp 57 (6d8+30); regeneration 3 (fire, acid) Fort +10, Ref –2, Will +3 Defensive Abilities stability; Immune mind-affecting effectsOffenseSpeed 10 ft. Melee 3 spines +9 (1d8+5 plus poison) Special Attacks spinesStatisticsStr 21, Dex 3, Con 20, Int —, Wis 13, Cha 2 Base Atk +4; CMB +9; CMD 15 (23 vs. bull rush or trip) Skills Perception +5; Racial Modifiers +4 Perception SQ amphibiousEcologyEnvironment temperate or warm oceans or coastlines Organization solitary, pair, cluster (2–5) Treasure noneSpecial AbilitiesPoison (Ex) 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—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Con and stunned for 1 round; cure 1 save.
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 onehanded 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.DescriptionEnormous 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.Creatures in "Sea Urchin, Giant" Category
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