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 Animal
Alignment: 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

StrDexConIntWisCha
1 (-5) 16 (+3) 6 (-2) 2 (-4) 12 (+1) 7 (-2)
Base Attack Bonus: +0
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 Forests
Organization: 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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