Diminutive Magical Beast
Hit Dice: 1d10+2 (7 hp)
Initiative: -1 (Dex)
Speed: 20 ft. (4 squares)
Armor Class: 16 (-1 Dex, +3 natural, +4 size), touch 13, flat-footed 16
Base Attack/Grapple: +1 / -14
Attack: Spine +4 ranged (1d2-4 plus poison)
Full Attack: Spine +4 ranged (1d2-4 plus poison)
Space/Reach: 1 ft. / 0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft.
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 2, Dex 9, Con 15, Int 1, Wis 12, Cha 2
Skills: Listen +3, Spot +3
Feats: Point Blank Shot
Environment: Any
Organization: Solitary or colony (2-200)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment:

Zurchin Illustration

The creature is a small sphere covered in colorful spines.

The zurchin, commonly called "star urchin" or "space porcupine," is a spherical mollusk with myriad radial spines. It moves slowly, using a muscular belly-foot for propulsion. The zurchin scavenges organic matter, dust, and wood. Given enough time, they will weaken the structure in whatever they make their nest.

Individuals appear in many bright colors, yellow and red, purple and blue. Striped varieties are not uncommon. They range in size from 6" to a foot in diameter.

Combat

The zurchin normally attacks only when disturbed. It can shoot one spine per round, with a range increment of 60 feet.

Poison (Ex): Zurchin reproduce through microscopic eggs that they inject via their spines. The eggs can incubate in any organic substance—even in people! An infected host will loose their appetite, become confused, and itch uncontrollably until the eggs hatch one week later—killing it in turn. A cure disease spell will destroy the incubating eggs.

Injury, Fortitude DC 11, initial damage 1d3 hit points, secondary damage 1d4 Con. The save DC is Constitution-based.

In the Spheres

Zurchins are peaceful scavengers that inhabit the rocks of asteroid reefs, eating bits of cast-off food that fall into the gravity planes. The zurchin teeth often creates holes which in turn they use as hiding places or mating areas, some times these areas are found among colonies of mortiss.

Some few are willing to brave death by the zurchin's poisonous flesh, as such they have few if any natural predators.