Giant Urchin
Medium Beast
Hit Dice: 3d10+6 (22 hp’s)
Initiative: +1 (Dex)
Speed: 5ft, Swim 25ft
Armor Class: 14 (+3 Tough Hide, +1 Dex)
Attacks: Whip (x3) +5 melee, Jab +0 melee
Damage: Whip 1d3+2 (Str), Jab 1d6+2 (Str)
Face/Reach: 5ft x 5ft/10ft  
Special Attacks: None
Special Qualities: Amphibious
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 15, Dex 13, Con 15, Int 1, Wis 10, Chr 1
Skills: Hide +5 
Feats: None
Climate/Terrain: Temperate shallows and intertidal regions
Organization: Solitary or rarely up to 4 in a group
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement Range: Medium 3-5 HD

See the Alien Compendium 1 for more information.

Combat:
Giant Urchins are very lazy hunters.  They tend only to attack the weak.  If they score 2 hits with their whip-like arms on a single target in one round on a natural roll of 17 or better, they pull the target in close to their bodies for a jab attack.  They can only make the jab attack if their foe is within melee distance.  Their spines protect them from unarmed melee attacks, giving the giant urchin a free jab each time it’s attacked.

Society:
See the Alien Compendium 1 for more information.