This strange-looking bright colored creature has a spherical body covered with hundreds of javelinlike bright purple spines that darken to ominous black tips.
XP 1,200 DEFENSE
AC 17, touch 5, flat-footed 17 (–4 Dex, +12 natural, –1 size) OFFENSE
Speed 5 ft. STATISTICS
Str 23, Dex 3, Con 18, Int —, Wis 11, Cha 2 SPECIAL ABILITIESPoison (Ex)Spear urchin venom causes horrific pain that weakens the muscles and causes intense nausea. The save DC is Constitution-based. Spines—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Str and nauseated for 1 round; cure 1 save. Spines (Ex)A spear urchin’s spines can swivel and rotate to face any approaching creature that attacks it. Any creature that attacks a spear 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 spear urchin’s spines as an immediate action. If the spines hit, they can poison the target as well. In addition, a spear urchin can fire up to two spines each round as if they were javelins with a range increment of 30 feet. As long as its target is within range of its tremorsense (30 feet), a spear urchin ignores its Dexterity penalty on ranged attack rolls, but beyond this range the penalty functions normally, effectively increasing a spear urchin’s penalty to hit by –4 over its standard penalty for range. A spear urchin’s spines function equally well underwater as they do above water. |