Cleon
Legend
Land Urchin Homebrew
Here's what I'd use for a Land Urchin:
Land Urchin
Small Magical Beast
Hit Dice: 3d10+3 (19 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares)
AC: 18 (+1 size, +1 Dex, +6 natural)
Base Attack/Grapple: +3/–1
Attack: Slam +4 melee (1d6 plus poison) or spine +6 ranged (1d2 plus poison)
Full Attack: Slam +4 melee (1d6 plus poison) or 6 spines +6 ranged (1d2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, shoot spines, spines
Special Qualities: Amphibious, blind, clairvoyance, blindsight 60 ft.
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 10, Dex 12, Con 13, Int 1, Wis 11, Cha 6
Skills: Hide +11
Feats: Endurance, Weapon Focus (spine)
Climate: Any temperate or warm land
Organization: Solitary or pair
Challenge Rating: 2
Treasure: See below
Alignment: Always neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
A ball of spines tottering about on five slender legs.
Land urchins are terrestrial cousins to the greater urchins, creatures with limited intelligence that are somehow related to mundane sea urchins. Land urchins possess a limited form of clairvoyance, which assists them in the search for food.
Land urchins often form pearls inside their body. There is a 75% chance they contain 2d6 gems that can be sold for a total price equal to their treasure value (600 gp for a CR 2 urchin).
A typical land urchin is about 3 feet across. Most of its volume is spines so they only weigh about 50 pounds.
Combat
Land urchins are shy scavengers who normally only attack in self-defense, generally when a threatening creature approaches within 10 feet. Unlike normal sea urchins, land urchins can fire their spines at opponents. Despite being technically blind, land urchins display an uncanny degree of accuracy with their spines. In close quarters, they may simply roll into opponents.
Blind (Ex): Land urchins are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Clairvoyance (Su): At will, a land urchin can make use of the clairaudience/clairvoyance spell as cast by a sorcerer with a level equal to its hit dice. It cannot see or hear, but it can sense whatever is taking place around its habitat (i.e. the area where it normally rests as well as its foraging ground nearby). Land urchins use this ability to detect food and danger.
Poison (Ex): A land urchin injects its poison with a successful slam or spine attack; Fortitude save (DC 12); initial damage paralyzed for 1 round; secondary damage paralyzed for 1d4 rounds.
Shoot Spines (Ex): A land urchin can fire its spines as a ranged attack with a 80 ft. range increment. It can shoot up to six spines in a round. Land urchins have hundreds of spines available as ammunition and regrow lost spines within a day.
Spines (Ex): Unarmed combat with a land urchin is dangerous. An opponent who attacks the urchin with a natural weapon will automatically be struck by its spines, taking 1d6 points of piercing damage and exposing themselves to its poison.
Originally appeared in Monster Manual II (1983).
Here's what I'd use for a Land Urchin:
Land Urchin
Small Magical Beast
Hit Dice: 3d10+3 (19 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares)
AC: 18 (+1 size, +1 Dex, +6 natural)
Base Attack/Grapple: +3/–1
Attack: Slam +4 melee (1d6 plus poison) or spine +6 ranged (1d2 plus poison)
Full Attack: Slam +4 melee (1d6 plus poison) or 6 spines +6 ranged (1d2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, shoot spines, spines
Special Qualities: Amphibious, blind, clairvoyance, blindsight 60 ft.
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 10, Dex 12, Con 13, Int 1, Wis 11, Cha 6
Skills: Hide +11
Feats: Endurance, Weapon Focus (spine)
Climate: Any temperate or warm land
Organization: Solitary or pair
Challenge Rating: 2
Treasure: See below
Alignment: Always neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
A ball of spines tottering about on five slender legs.
Land urchins are terrestrial cousins to the greater urchins, creatures with limited intelligence that are somehow related to mundane sea urchins. Land urchins possess a limited form of clairvoyance, which assists them in the search for food.
Land urchins often form pearls inside their body. There is a 75% chance they contain 2d6 gems that can be sold for a total price equal to their treasure value (600 gp for a CR 2 urchin).
A typical land urchin is about 3 feet across. Most of its volume is spines so they only weigh about 50 pounds.
Combat
Land urchins are shy scavengers who normally only attack in self-defense, generally when a threatening creature approaches within 10 feet. Unlike normal sea urchins, land urchins can fire their spines at opponents. Despite being technically blind, land urchins display an uncanny degree of accuracy with their spines. In close quarters, they may simply roll into opponents.
Blind (Ex): Land urchins are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Clairvoyance (Su): At will, a land urchin can make use of the clairaudience/clairvoyance spell as cast by a sorcerer with a level equal to its hit dice. It cannot see or hear, but it can sense whatever is taking place around its habitat (i.e. the area where it normally rests as well as its foraging ground nearby). Land urchins use this ability to detect food and danger.
Poison (Ex): A land urchin injects its poison with a successful slam or spine attack; Fortitude save (DC 12); initial damage paralyzed for 1 round; secondary damage paralyzed for 1d4 rounds.
Shoot Spines (Ex): A land urchin can fire its spines as a ranged attack with a 80 ft. range increment. It can shoot up to six spines in a round. Land urchins have hundreds of spines available as ammunition and regrow lost spines within a day.
Spines (Ex): Unarmed combat with a land urchin is dangerous. An opponent who attacks the urchin with a natural weapon will automatically be struck by its spines, taking 1d6 points of piercing damage and exposing themselves to its poison.
Originally appeared in Monster Manual II (1983).
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