Hedgehog
Presented here are the base animal statistics for all of the most commonly used familiars-of course, these statistics can also be used for normal animals as well. Small animals like these use Dexterity to modify Climb and Swim checks.
Hedgehog (CR 1/8)
Diminutive AnimalAlignment: Neutral
Initiative: +3
Senses: Low-Light Vision; Perception +1
Speed: 20 feet
Space: 1 feet
Defense
Armor Class: 18, touch 17, flat-footed 15 (+3 Dex, +1 natural, +4 size)Hit Points: 2 (1d8-2)
Saving Throws: Fort +0, Ref +5, Will +1
Offense
Melee:Reach: 0 feet
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
1 (-5) | 16 (+3) | 6 (-2) | 2 (-4) | 12 (+1) | 7 (-2) |
CMB -1
CMD 4 (8 vs. Trip)
Feats: Athletic
Skills: Climb +5, Stealth +19, Swim +5
Languages:
Special Abilities
Spiny
Defense (Ex)
As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.Ecology
Environment: Tropical or Temperate ForestsOrganization: solitary or pair
Treasure: none
Hedgehogs are spiny, insectivorous mammals.
When threatened, a hedgehog rolls up into a spiny ball as a defense mechanism.
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