Familiar, HedgehogHedgehog CR 1/8Source Ultimate Magic pg. 119 XP 50 N Diminutive animal Init +3; Senses low-light vision; Perception +1DefenseAC 18, touch 17, flat-footed 15 (+3 Dex, +1 natural, +4 size) hp 2 (1d8–2) Fort +0, Ref +5, Will +1OffenseSpeed 20 ft. Space 1 ft., Reach 0 ft.StatisticsStr 1, Dex 16, Con 6, Int 2, Wis 12, Cha 7 Base Atk +0; CMB –1; CMD 4 (8 vs. trip) Feats Athletic Skills Climb +5, Stealth +19, Swim +5EcologyEnvironment tropical or temperate forests Organization solitary or pair Treasure noneSpecial AbilitiesSpiny 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.DescriptionHedgehogs are spiny, insectivorous mammals. When threatened, a hedgehog rolls up into a spiny ball as a defense mechanism.Creatures in "Familiar" CategorySource Pathfinder RPG Bestiary pg. 131 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.
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