Beware...

Ferret

Explorer
DIRE HEDGEHOG

Dire Hedgehog
Small Animal (dire)
HD 3d8+3 (hp 16)
Initiative +2 (Dex);
Speed 10 ft;
AC 16 (+2 Dex, +1 size, +3 natural);
Attacks bite +5 melee;
Damage bite 1d6;
Face/Reach 5 ft by 5ft/5ft;
Special quality : Scent
Special attacks: Spines
Saves: Fort +4, Ref +5, Will +2;
Abilities: Str 11, Dex 14, Con 13, Int 2, Wis 12, Cha 4;
Skills and Feats: Hide +10, Listen +6, Move Silently +6; Weapon finesse (bite)

Climate/Terrain: Any Plains
Organization: Solitary bunch (2-4)
Challenge Rating:2
Treasure: none
Alignment: Always Neutral
Advancement: Advancement: 4-6 HD (Medium-size), 7-9 HD( Large)

This dire form of Hedgehog, is a larger, and more dangerous the it’s cousin. Roughly 3 foot long, with sharp spines.

Spines (Ex): Creatures attacking a dire hedgehog unarmed or with natural weapons must succeed at a Reflex save (DC 13) or take 1d4 points of damage from its spines each time their attacks hit.
 
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Ferret said:
DIRE HEDGEHOG


AC 17 (+2 Dex, +2 size, +3 natural);


Small creatures receive +1 to AC and attacks, not +2. So, this guy's AC should be 16 (+1 size, +2 Dex, +3 natural)

Attacks bite +4 melee;

Attack should be "Bite +5" (+2 BAB, +2 Dex [Weapon Finesee], +1 size)

Damage bite 1d6;

I would lower this to 1d4 (just my thoughts though)

Special quality : Scent, Spines

I would list "spines" under Special Attacks. Check the Howler in the MM.

Saves: Fort +4, Ref +5, Will +1;

Saves should be "Fort +4, Ref +5, Will +2"

Abilities: Str 11, Dex 14, Con 13, Int 4, Wis 12, Cha 4;

All dire animals (except the rat and shark) have Int 2 (just like most normal animals). So, I would give it Int 2.

Skills and Feats: Hide +10, Listen +6, Move Silently +6; Weapon finesse (bite)

Skills and feats should be on two separate lines. :) Also, animals receive 10-15 total skill points. Removing ability modifiers (and the size modifier to Hide), this guy has "Hide +4, Listen +5, Move Silently +4". Ah- nevermind. my math was off. Skill points are correct. :) so long as you included the size mod in the Hide skill total. Otherwise, its Hide skill is too high. Monsters are limited in skill ranks (like PCs) to HD + 3 skill ranks.

Challenge Rating:?

CR 2

Advancement: None

I would give it "Advancement: 4-6 HD (Medium-size), 7-9 HD( Large)". Look at the Dire weasel and dire badger. Just my thoughts though.

Spines (Ex): Creatures doing unarmed strikes against a hedgehog must make a Reflex Save (DC 11) or get struck by a spine, doing 1d4 point of damage. If someone were stupid enough to try to eat it or play football with it, they take 1d6 points of damage

Spines (Ex): Creatures attacking a dire hedgehog unarmed or with natural weapons must succeed at a Reflex save (DC 13) or take 1d4 points of damage from its spines each time their attacks hit.
 



The normal hedgehog stats in the familiar section T&B has the spines do temporary Dex damage, and it also has the ability to form into a ball position giving it bonuses to AC and saves. You might want to add these to your dire hedgehog.
 

Well, I like it. You really like those hedgehogs, don't you. I can't help to wonder what's next... Giant Mutant Hedgehogs? Sentient Psionic Hedgehoghs? Undead Hedgehogs? What? ;)
 

@psycho:I used one from Boz, or someone, I might do the one from T&B but that has already been changed to a familiar.

@Krish:No...Achidna!
 

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