See Urchin (3.5e Monster)

From Dungeons and Dragons Wiki
Jump to: navigation, search


Homebrew.png
Author: Aeturo (talk)
Date Created: 1/24/2017
Status:
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article


See Urchin
Size/Type: Tiny Aberration (Beholderkin, Aquatic)
Hit Dice: 4d8 (24 hp)
Initiative: +6
Speed: 10 ft., swim 30
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: 3/-6
Attack: Eye ray +6 ranged touch (Crown of eyes)
Full Attack: Eye ray +6 ranged touch (Crown of eyes)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Crown of eyes, Spell-Like Abilities
Special Qualities: Swim, Immune to Blindness
Saves: Fort 3, Ref 3, Will 5
Abilities: Str 6, Dex 14, Con 14, Int 7, Wis 13, Cha 8
Skills: Swim +13, Spot +6, Hide +8, Move Silently +8
Feats: Improved Initiative, Skill Focus (Spot)
Environment: Oceans
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Neutral Evil
Advancement: By Hit Dice, see text.
Level Adjustment: -


Inching along the seafloor is a strange creature, almost like an urchin but instead of spines are strange appendages that quiver and shake with the moving water. As you draw closer it rolls over, revealing a large, piercing blue eye. It's appendages all point towards you, some opening to reveal normal eyes but many open to show nothing but deformed and destroyed eyes.

See Urchins are the aquatic brethren of the beholderkin. See Urchins are more powerful than eyeballs but are still not as powerful as many other beholderkin boast. See Urchins are marked by hundreds of eye stalks which cause their urchin-like appearance but many are deformed and not working. As See Urchins grow some may become usable again but few See Urchins ever live to see such a feat.

Combat[edit]

See Urchins will often begin combat by using their Sleep Eyestalk and will then begin using it's Inflict Moderate Wounds eye ray to try and kill their enemy as fast as possible.

Crown of Eyes (Su): See Urchins can use the Inflict Wounds, Sleep and Charm Person abilities, which they use from their eye stalks out to a range of 140 feet as the inflict light wounds, Sleep, and Charm Person spells, with the save DCs equal to 16. The See Urchin uses these as if his caster level was 4. As with all beholderkin, its ocular power also carries the effect of a targeted greater dispel magic spell. The save DC for this effect is Constitution-based. See Urchins are capable of advancing in HD. They gain no size bonuses from doing so and it rare that they do. The HD only serves to give them the normal benefits of more HD and being able to use more of the eyestalks from the Beholderkin Subtype but they are capped at 9 HD.

Swim (Ex): The See Urchins have a swim speed of 30, which grants them a +8 to Swim Checks.


Back to Main Page3.5e HomebrewMonsters

AlignmentNeutral Evil +
AuthorAeturo +
Challenge Rating4 +
EnvironmentOceans +
Identifier3.5e Monster +
Level Adjustment- +
RatingUndiscussed +
SizeTiny +
SubtypeBeholderkin + and Aquatic +
TitleSee Urchin +
TypeAberration +