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Dark HedgehogThis is a short and plump, vaguely reptilian-amphibian creature with black skin, a series of spikes on their back, and a mischievous grin.

Dark Hedgehog (CR 2)

XP 600
NE Small Outsider (Daemon, Extraplanar)
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +7


AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 16 [30] (3d10)
mp 3
Fort +3, Ref +5, Will +2
Immune disease, poison; Resist fire 10, shadow 5
Weakness Ice


Speed 20 ft.
Melee 2 Claws +4 (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks Pumpkin Head
Spells Known (SC CL 3rd; Concentration +4)

1st (DC 12) dark, detonate, fire


Str 10, Dex 14, Con 10, Int 12, Wis 13, Cha 7
Base Atk +3; CMB +2; CMD 14
Feats Athletic, Combat Casting
Skills Bluff +4, Climb +8, Knowledge(arcana) +7, Perception +7, Spellcraft +7, Stealth +12, Swim +8
SQ Spiny Defense
Languages Abyssal, Infernal


Pumpkin Head (Su)

2/day, a dark hedgehog can drop a pumpkin from the sky upon its foe within 15 feet from himself. The falling pumpkin must succeed at a range touch attack (+6) and deals extra damage based on the number of hit points the dark hedgehog has lost from max. Pumpkin head deals 1 point of non-elemental damage to a target. This damage is increase by 1d4 for every 5 hit points missing to a maximum of 10d4. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).

Spiny Defense (Ex)

As a move action, a dark hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +2 enhancement bonus to its existing natural armor, and any creature attempting to grapple the dark hedgehog takes 1d6 damage on making a grapple check. While rolled up, a dark hedgehog cannot take an action other than leaving this state or casting a spell. The dark hedgehog can leave this state as a move action.