Beyond The Shore: Legacy of the Golden Horseshoe
Speed 40 ft.
Melee Gore +7 (1d6-1)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-Like Abilities (CL 7th)
At will—detect law (as free action), light
3/day—cure light wounds
1/day—cure moderate wounds, greater teleport (within its forest territory), neutralize poison (DC 16)
Str 9, Dex 16, Con 11, Int 7, Wis 16, Cha 15
Base Atk +3; CMB +1; CMD 14
Feats Athletic, Weapon Finesse
Skills Acrobatics +3, Climb +1, Perception +7, Swim +5, Stealth +15, Survival +3 (+6 in Forests); Racial Modifiers +3 Survival in forests, +4 Stealth
SQ Magic Circle Against Law, Magical Strike, Spiny Defense
This ability continually duplicates the effect of the Magic Circle against Law spell. The Hedgiecorn cannot suppress this ability.
As a move action, a hedgiecorn 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 takes 1d6 damage on making a grapple check. While rolled up, a hedgiecorn cannot take any action other than leaving this state. The hedgiecorn can leave this state as a move action.
A hedgiecorn’s gore attack is treated as a magic and chaotic weapon for the purposes of damage reduction.
Environment temperate forests
Organization solitary or pair
Hedgiecorns are spiny, insectivorous mammals. When threatened, a hedgiecorn rolls up into a spiny ball as a defense mechanism.
A Hedgiecorn’s horn is the focus for its powers, and in order to use its spell-like abilities on other creatures the Hedgiecorn must touch them with it. Evil creatures greatly value hedgiecorns horns as reagents for healing potions and other dark rites, and a single powdered hedgiecorn horn counts as 800 gp when used as a component for crafting healing magic.