Sea Urchin, Glass

This huge creature has a delicate crystalline body completely covered with thousands of spines that almost appear to be made of glass.

Glass Urchin CR 9

XP 6,400
N Huge vermin (aquatic)
Init –4; Senses all-around vision, low-light vision, scent, tremorsense 30 ft.; Perception +6


AC 22, touch 4, flat-footed 22 (–4 Dex, +18 natural, –2 size)
hp 126 (12d8+72)
Fort +14, Ref +0, Will +6
Defensive Abilities stability, transparency; Immune mindaffecting effects


Speed 5 ft.
Melee 3 spines +17 (1d8+10 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks poison spray, spines


Str 31, Dex 3, Con 22, Int —, Wis 15, Cha 2
Base Atk +9; CMB +21; CMD 27 (35 vs. bull rush or trip)
Skills Perception +6; Racial Modifiers +4 Perception
SQ amphibious


Poison (Ex)

Glass urchin venom causes the senses to become clouded and creates vivid hallucinations and confusion in the victim’s mind. The save DC is Constitution-based.

Spines—contact or injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d4 Wis and confused for 1 round; cure 2 consecutive saves.

Poison Spray (Ex)

As a standard action, once every 5 rounds, a spear urchin can spray poison from numerous smaller spines across its body. This poison fills a 20-foot-radius spread around the urchin—all creatures within this area are exposed to the urchin’s venom and must make Fortitude saves as detailed above to resist Wisdom damage and confusion. This attack is even more effective underwater, as the poison spray creates a cloud that lingers in the area around the urchin for 5 rounds—creatures must save each round they begin a turn in the area of the poison cloud in addition to when the urchin creates the effect.

Spines (Ex)

A glass urchin’s spines can swivel and rotate to face any approaching creature that attacks it. Any creature that attacks a glass urchin with an unarmed strike or a natural attack, or any Huge or smaller creature that attacks with a one-handed weapon or light weapon, is automatically attacked by the glass urchin’s spines as an immediate action. If the spines hit, they can poison the target as well.

Transparency (Ex)

A glass urchin’s spines and body are transparent when underwater, granting the creature concealment and a constant 20% miss chance.


Environment warm ocean or coastline
Organization solitary, pair, or cluster (3–4)
Treasure none

So named for their transparency, these beautiful creatures shimmer like delicate crystals. Yet for all the damage their spines can inflict, victims of glass urchins generally do more damage to themselves or their allies due to the potent hallucinatory effects of this urchin’s venom.

Much more dangerous than their smaller kin, giant sea urchins are dangerous predators of opportunity. With the exception of the hunter urchin, giant sea urchins lie in wait for food to come to them, typically carried within reach of their attacks via ocean currents or, more commonly, tides.

Section 15: Copyright Notice

Pathfinder Adventure Path #37: Souls for Smuggler’s Shiv. © 2010, Paizo Publishing, LLC; Author: James Jacobs.

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