This 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)
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 21 (3d10)
Fort +3, Ref +5, Will +2
Immune disease, poison; Resist fire 10, shadow 5
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)
Str 10, Dex 14, Con 10, Int 12, Wis 13, Cha 7
Base Atk +3; CMB +2; CMD 14
Feats Athletic, Combat Casting
Skills Climb +7, Knowledge(arcana) +6, Perception +6, Spellcraft +6, Stealth +6, Swim +7
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.