This is a short and plump, vaguely reptilian-amphibian creature with red skin, a series of spikes on their back, and a mischievous grin.
Hedgehog Pie (CR 1/2)
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 8  (1d10+3)
Fort +2, Ref +3, Will +1
Immune disease, poison; Resist fire 10
Weakness Ice and Lightning
Speed 20 ft.
Melee 2 Claws +1 (1d4-1)
Space 5 ft.; Reach 5 ft.
Special Attacks Pumpkin Head
Spells Known (SC CL 1st; Concentration +1)
1st (DC 12) – detonate, fire
Str 8, Dex 12, Con 10, Int 10, Wis 12, Cha 7
Base Atk +1; CMB +0; CMD 11
Feats Athletic, Toughness*
Skills Climb +4, Knowledge(arcana) +3, Perception +4, Spellcraft +3, Stealth +5, Swim +4
SQ Spiny Defense
Languages Abyssal, Infernal
The master of a hedgehog pie familiar gains a +2 bonus on Will saves.
Pumpkin Head (Su)
1/day, a hedgehog pie 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 (+3) and deals extra damage based on the number of hit points the hedgehog pie 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 hedgehog pie 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 pie takes 1d6 damage on making a grapple check. While rolled up, a hedgehog pie cannot take an action other than leaving this state or casting a spell. The hedgehog pie can leave this state as a move action.