Sea Urchin, Great Diadem

Sea Urchin, Great Diadem

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

XP 1,600
N Medium vermin (aquatic)
Init –4; Senses all-around vision, low-light vision, scent, tremorsense 30 ft.; Perception +1

DEFENSE

AC 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 effects

OFFENSE

Speed 10 ft.
Melee 3 spines +9 (1d8+5 plus poison)
Special Attacks spines

STATISTICS

Str 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 amphibious

SPECIAL ABILITIES

Poison (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 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.

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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.

Pathfinder Adventure Path #56: Raiders of the Fever Sea © 2012, Paizo Publishing, LLC; Author: Greg A. Vaughan.