Giant Hedgehog
Giant hedgehogs are large enough to consider humanoids as possible prey, and their quills are long enough that those making attacks with one - handed melee weapons must succeed in a DC 10 Reflex save (DC 15 when rolled into a protective ball) to avoid taking 1d3 damage, and creatures making natural melee attacks take this damage automatically. They live an average of 2d5+12 years. There is a 1 in 5 chance that a hedgehog of either type has 1d3 additional abilities. When this is indicated, roll 1d7 and consult the chart below: 1d7 Ability 1 Intelligent. The hedgehog has human intelligence and may (20% chance) have the class abilities (including iron vulnerability) of a level 1d3 elf. If this is rolled more than once, increase the hedgehog’s effective level by +1 for each additional roll. 2-3 Fast. Each time this is rolled, the hedgehog adds +10’ to each of its move speeds. 4 Sonic Attack. The hedgehog can create a high-pitched keening that does damage to all creatures capable of hearing it within a given radius, and which fails a Fort save. The base for normal hedgehogs is a 10’ radius, 1d3 damage, and DC 5. The base for giant hedgehogs is a 30’ radius, 1d6 damage, and DC 10. Each additional roll of this ability doubles the radius, increases the damage by +1d, and increases the save DC by +2. This attack can be used three times a day. 5 Bipedal. The hedgehog can stand on its hind legs, and it can use its front paws as manipulative hands. There is no benefit to rolling this additional times. 6 Psionic Hedgehog. The hedgehog can target a creature within 30’ with a devastating psychic attack, causing 1d6 damage (Fort DC 10 for half). Further, the target must make a DC 15 Will save or suffer 1d3 points of Intelligence and Personality damage. Every additional time this is rolled, the hedgehog may target an additional victim with each psychic attack, all damage is increased by +1d, and save DCs are increased by +2. This ability can only be used once every 1d5 rounds. 7 Rolling Ball. The hedgehog can roll into a ball, moving twice its normal move speed, at attempt to ram a target with its quills. For a normal hedgehog, this is at +2 to hit, and does 1d3 Agility damage if it succeeds. A giant hedgehog is at +4 to hit, doing 1d8 damage if successful. Each additional roll of this power grants an additional +1 bonus to hit and increases damage by +1d. Other Names: Furze -pig, hedgepig, and urchin.
Summary
Init +2; Atk bite +0 melee (1d3); AC 12; HD 1d7; MV 30’ or burrow 5’; Act 1d20; SP quills, defensive ball +4 to saves vs. snake venom; SV Fort -2; Ref +0; Will +2; AL N. These tiny mammals are 1d5+4 inches long, weighing 1d4+1 pounds. They are primarily nocturnal, and eat a variety of small animals, insects, plants, and carrion. Their backs are covered with quills, and creatures attacking a hedgehog with natural weapons must succeed in a DC 10 Reflex save or suffer 1d3 points of Agility damage. When threatened, a hedgehog can roll into a ball, increasing the save DC to 15. They live 1d4+3 years in the wild or 1d3+7 years in captivity.