Giant Sea Urchin

Source product: Cyclopedia of Common Animals
Pages: 126
Section: Sea Urchins

Normal sea urchins are not aggressive, but coming into contact with them may cause them to sting. Worse, the victim of an urchin sting must succeed in a Luck check or spines break off, becoming lodged in the skin so that the victim takes an additional 1d3 Agility damage which cannot be healed until the spines are removed (a DC 10 intelligence check, with healers and characters native to coastal lands being considered trained). Failure by 5 or more on this check causes an additional point of Agility damage. Those engaging giant sea urchins with melee weapons must succeed on a DC 10 Reflex save to avoid being stung. Unlike normal urchins, giant sea urchins can shoot their spines to a distance of 30 feet, and may target up to three separate creatures. Giant sea urchins consume their prey, so this is not simply a defensive reaction! Different types of sea urchins have different venoms. When sea urchins are encountered (normal or giant) roll 1d14 and consult the following table. In the case of giant sea urchins, all save DCs are increased by +2. These venoms may easily result in drowning if rescue is not at hand. 1-7 Painful sting, Fort DC 8 or 1d3 Agility damage. 8-9 Venom causes an immediate 1d3 temporary Agility damage, plus Fort DC 8 or sleep for 1d4 rounds. These effects are cumulative, so that failing three saves results in 3d3 temporary Agility damage and 2d4 rounds of sleep. This temporary Agility damage heals at a rate of 1 point per turn. 10 Neurotoxic venom causes 1d3 Personality damage, plus DC 20 Fort save or succumb to a catatonic trance lasting 1d3 rounds for normal sea urchins or days for giant sea urchins. 11-13 Fort DC 13 or paralysis for 1d4 turns. 14 Paralysis for 1d3 rounds plus Fort DC 5 or die at the end of this period. Normal sea urchin venom cannot be extracted, but a Handle Poison check can extract 1d10 envenomed spines from a slain giant sea urchin. The spine itself must be used to deliver the toxin, which remains effective for 1d4+1 days. Blowguns can be used for this purpose. Rumors persist of giant land urchins found in damp briny caverns, existing several miles from the nearest coast. Whether true of not, these urchins are said to grow as large as 3d3 feet across, with more Hit Dice, and with correspondingly more damage from their ranged spine attacks. Seals and Walruses

Summary

Init -4; Atk spine +0 ranged (30’ range, 1 plus venom); AC 14; HD 1d6; MV 10’ or climb 10’; Act 3d20; SP spines, venom; SV Fort +2; Ref -6; Will +0; AL N. Most sea urchins are 1d4 inches across, with some 5% being 1d14 inches across instead. Giant urchins are 1d4 feet across. While even the largest of normal sea urchins isn’t sufficient to provide a meal, giant sea urchins are large enough to feed a humanoid each. These creatures move around using tube feet, with common sea urchins being very common in coastal waters and tidal pools.

Created: Dec 6, 2025
Updated: Dec 6, 2025