Frightful Fridays! Sea Urchin Zombies

It’s (checks calendar) Friday, which is a suprising day for one of these posts! I’ve got a couple of aquatic zombies for you, with the cuddly humanoid version and the gigantic whale version (I call it Morty). They like to stab their opponents with their sea urchin spines and explode in a delightful shower of spines when they die, potentially cursing those foolish enough to be in range of the explosion.

I hope you enjoy the sea urchin shambler and leviathan. See you soon (maybe on, *gasp*, another Friday) with a different monster.

Spikes protrude from this waterlogged humanoid’s skin. The creature wears a vacant expression on its face as it lumbers about.
Sea Urchin Shambler      CR 3
XP 800
NE Medium undead (aquatic)
Init –1; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
hp 33 (6d8+6)
Fort +2, Ref +1, Will +5
Defensive Abilities channel resistance +4 (in water only), stability; DR 5/slashing; Immune undead traits; Resist cold 5, fire 5
OFFENSE
Speed 20 ft., swim 30 ft.
Melee slam +7 (1d6+4 plus spines)
Special Attacks explosion of spines, spines (+7, 1d4+3)
STATISTICS
Str 17, Dex 9, Con —, Int —, Wis 10, Cha 11
Base Atk +4; CMB +7; CMD 16 (24 vs. bull rush and trip)
Feats Toughness
Skills Perception +4, Swim +11; Racial Modifiers +4 Perception
ECOLOGY
Environment warm oceans and coastlines
Organization solitary or cluster (2–8)
Treasure incidental
SPECIAL ABILITIES
Explosion of Spines (Ex) When a sea urchin shambler is destroyed, it explodes in a 10-foot-radius burst of spines and unholy energy that deals 4d4 points of piercing damage (DC 13 Reflex for half). If a creature fails its Reflex save, it is subject to the shambler’s curse. The save DC is Charisma-based.
Curse of the Sea Urchin Shambler (Su): save Will DC 15; frequency 1 day; effect 1d4 Cha damage. A creature reduced to 0 Charisma dies and rises as a free-willed sea urchin shambler in 24 hours. The save DC is Charisma-based and includes +2 racial bonus.
Poison (Ex) Spines—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Str and staggered for 1 round; cure 1 save. The save DC is Charisma-based.
Spines (Ex) When a creature attacks a sea urchin shambler with an unarmed strike or natural attack, or with a manufactured melee weapon while adjacent to the shambler, or when the shambler strikes a creature with its slam attack, the shambler automatically gains a free attack with its spines.
Stability (Ex) A sea urchin shambler receives a +8 bonus to CMD against bull rush and trip combat maneuvers.

This gigantic whale’s dead gray flesh is covered in long, spear-like spines. Its mouth gapes as if in constant torment.
Sea Urchin Leviathan      CR 13
XP 25,600
NE Gargantuan undead (aquatic)
Init –3; Senses darkvision 60 ft.; Perception +16
DEFENSE
AC 27, touch 3, flat-footed 27 (–3 Dex, +24 natural, –4 size)
hp 199 (21d8+105)
Fort +13, Ref +4, Will +12
Defensive Abilities channel resistance +8 (in water only), stability; DR 15/good and slashing; Immune cold, undead traits; Resist fire 20
OFFENSE
Speed 10 ft., swim 60 ft.
Melee bite +23 (3d8+12 plus grab), slam +23 (3d6+12)
Space 20 ft.; Reach 20 ft.
Special Attacks explosion of spines, spines (+23, 2d4+12 plus poison), swallow whole (3d8 bludgeoning plus spines, AC 22, 19 hp)
STATISTICS
Str 35, Dex 5, Con —, Int —, Wis 10, Cha 19
Base Atk +15; CMB +31 (+35 grapple); CMD 38 (46 vs. bull rush, can’t be tripped)
Feats Great Fortitude[B], Toughness[B]
Skills Perception +16, Swim +20; Racial Modifiers +16 Perception
SQ double damage against objects
ECOLOGY
Environment warm oceans and coastlines
Organization solitary
Treasure standard
SPECIAL ABILITIES
Double Damage Against Objects (Ex) A sea urchin leviathan that makes a full attack against an object or structure deals double damage.
Explosion of Spines (Ex) When a sea urchin leviathan is destroyed, it explodes in a 40-foot-radius burst of spines and unholy energy that deals 12d4 points of piercing damage (DC 22 Reflex for half). If a creature fails its Reflex save, it is subject to the leviathan’s curse. The save DC is Charisma-based and includes a –2 racial penalty.
Curse of the Sea Urchin Leviathan (Su): save Will DC 24; frequency 1 day; effect 1d6 Cha damage. A creature reduced to 0 Charisma dies and rises as a free-willed sea urchin shambler in 24 hours. The save DC is Charisma-based.
Poison (Ex) Spines—injury; save Fort DC 22; frequency 1/round for 10 rounds; effect 1d4 Str and staggered for 1d4 rounds; cure 2 consecutive saves. The save DC is Charisma-based and includes a –2 racial penalty.
Spines (Ex) When a creature attacks a sea urchin leviathan with an unarmed strike or natural attack, or with a manufactured melee weapon while within 10 feet of the leviathan, or when the leviathan strikes a creature with its slam attack, the leviathan automatically gains a free attack with its spines.
Stability (Ex) A sea urchin leviathan receives a +8 bonus to CMD against bull rush combat maneuvers.

Created through the gruesome necromantic magic possessed by dread krakens, sea urchin shamblers and leviathans fuse formerly living creatures with sea urchins. Shamblers serve as shock troops capable of assaulting seaside settlements or seagoing vessels, from which they retrieve slaves or fodder for the dread krakens’ experimentations. Leviathans patrol the ocean territories claimed by dread krakens and make handy engines of destruction against particularly resilient coastal towns. The necromantic energies infusing both types of creatures carry the means to retributively create more shamblers in the event the creatures are destroyed.

A typical sea urchin shambler stands 6 feet tall and weighs 150 pounds, while a typical sea urchin leviathan measures 40 feet in length and weighs nearly 2 tons.

SEA URCHIN SHAMBLER              CREATURE 3
NE Medium Undead
Perception +9; darkvision
Skills Athletics +11
Str +4, Dex –1, Con +3, Int –5, Wis +0, Cha –1

AC 19; Fort +11, Ref +4, Will +6
HP 58, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious; Weaknesses slashing 5; Resistances cold 5, fire 5
Attack of Opportunity [reaction] Spine only. A sea urchin shambler gains an extra reaction at the start of each of its turns that it can only use to make an Attack of Opportunity. It can’t use more than one Attack of Opportunity triggered by the same action. In addition to the normal trigger, a sea urchin shambler can make an Attack of Opportunity against a creature that touches it or an adjacent creature that attempts a melee Strike against it.
Explosion of Spines (evocation) When a sea urchin shambler is destroyed, its body explodes in a burst of spines and necromantic energy, dealing 4d6 piercing damage to creatures in a 10-foot emanation, with a DC 20 basic Reflex save. A creature that fails this save is subject to the shambler’s curse.
Shambler’s Curse (curse, divine, necromancy, negative) This affliction can’t be reduced below stage 1, nor can the damage from it be healed, until it’s successfully treated with remove curse or a similar effect. A creature killed by the leviathan’s curse rises as an autonomous sea urchin shambler after 24 hours. Saving Throw DC 20 Fortitude; Stage 1 no ill effect (1 day); Stage 2 2d6 negative damage and stupefied 1.

Speed 20 feet, swim 30 feet
Melee [one-action] spine +12, Damage 2d6+6 piercing plus sea urchin venom
Sea Urchin Venom (poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round); Stage 2 1d8 poison, enfeebled 1, and slowed 1 (1 round).

SEA URCHIN LEVIATHAN             CREATURE 13
NE Gargantuan Undead
Perception +23; darkvision
Skills Athletics +29
Str +9, Dex –2, Con +8, Int –5, Wis +0, Cha –1

AC 34; Fort +25, Ref +17, Will +20
HP 297, negative healing; Immunities cold, death effects, disease, paralyzed, poison, unconscious; Weaknesses good 10, slashing 10; Resistances fire 10
Attack of Opportunity [reaction] Spine only. A sea urchin leviathan gains an extra reaction at the start of each of its turns that it can only use to make an Attack of Opportunity. It can’t use more than one Attack of Opportunity triggered by the same action. In addition to the normal trigger, a sea urchin leviathan can make an Attack of Opportunity against a creature that touches it or a creature within 10 feet of it that attempts a melee Strike against it.
Explosion of Spines (evocation) When a sea urchin leviathan is destroyed, its body explodes in a burst of spines and necromantic energy, dealing 11d8 piercing damage to creatures in a 40-foot emanation, with a DC 33 basic Reflex save. A creature that fails this save is subject to the leviathan’s curse.
Leviathan’s Curse (curse, divine, necromancy, negative) This affliction can’t be reduced below stage 1, nor can the damage from it be healed, until it’s successfully treated with remove curse or a similar effect. A creature killed by the leviathan’s curse rises as an autonomous sea urchin shambler after 24 hours. Saving Throw DC 33 Fortitude; Stage 1 no ill effect (1 day); Stage 2 6d6 negative damage and stupefied 3.

Speed 10 feet, swim 60 feet
Melee [one-action] jaws +28 (reach 10 feet), Damage 4d8+18 piercing plus Grab
Melee [one-action] spine +27 (reach 10 feet), Damage 4d6+13 piercing plus sea urchin leviathan venom
Sea Urchin Leviathan Venom (poison) Saving Throw DC 33 Fortitude; Maximum Duration 10 rounds; Stage 1 2d6 poison and enfeebled 2 (1 round); Stage 2 2d8 poison, enfeebled 3, and slowed 1 (1 round).
Sunder Objects When a sea urchin leviathan damages an item or structure, it deals an additional 4d6 damage to that item or structure.
Swallow Whole [one-action] (attack) Huge, 4d6+13 piercing plus sea urchin leviathan venom, Rupture 35

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