This small-eyed rodent has a rounded body with numerous quills running all over its back.
Porcupine
CR 1/4
XP 100
N Tiny animal
Init +1; Senses low-light vision; Perception -1
DEFENSE
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +5, Will -1
Defensive Abilities quills
OFFENSE
Speed 30 ft.
Melee tail slap +2 (1d3)
STATISTICS
Str 11, Dex 12, Con 12, Int 2, Wis 9, Cha 5
Base Atk +0; CMB -1; CMD 9 (13 vs. trip)
Feats Lightning Reflexes
Skills Climb +4, Stealth +9 (+13 in grass); Racial Modifiers +4 Stealth in grass
SPECIAL ABILITIES
Quills (Ex)
Any creature attacking a porcupine with natural weapons or an unarmed strike takes 1 point of piercing damage. A creature that grapples a porcupine takes 1d3 points of piercing damage each round it does so.
Variants
Porcupine, Dire
Porcupine, Giant
ECOLOGY
Environment temperate forests or plains
Organization solitary, pair, or prickle (3-6)
Treasure none
Porcupines are omnivorous mammals that often climb trees in search of food. The spines on their back provide camouflage as well as protection from natural predators—typically other small mammals. Though primarily nocturnal, porcupines do occasionally graze during the day, eating the twigs, roots, and stems of bushes, coniferous trees, and other flora. Porcupine quills normally lie flat against the creature's body, but stand stiffly on end when the porcupine feels threatened.
Porcupine
CR 1/4
XP 100
N Tiny animal
Init +1; Senses low-light vision; Perception -1
DEFENSE
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +5, Will -1
Defensive Abilities quills
OFFENSE
Speed 30 ft.
Melee tail slap +2 (1d3)
STATISTICS
Str 11, Dex 12, Con 12, Int 2, Wis 9, Cha 5
Base Atk +0; CMB -1; CMD 9 (13 vs. trip)
Feats Lightning Reflexes
Skills Climb +4, Stealth +9 (+13 in grass); Racial Modifiers +4 Stealth in grass
SPECIAL ABILITIES
Quills (Ex)
Any creature attacking a porcupine with natural weapons or an unarmed strike takes 1 point of piercing damage. A creature that grapples a porcupine takes 1d3 points of piercing damage each round it does so.
Variants
Porcupine, Dire
Porcupine, Giant
ECOLOGY
Environment temperate forests or plains
Organization solitary, pair, or prickle (3-6)
Treasure none
Porcupines are omnivorous mammals that often climb trees in search of food. The spines on their back provide camouflage as well as protection from natural predators—typically other small mammals. Though primarily nocturnal, porcupines do occasionally graze during the day, eating the twigs, roots, and stems of bushes, coniferous trees, and other flora. Porcupine quills normally lie flat against the creature's body, but stand stiffly on end when the porcupine feels threatened.
This creature appears as a human eyeball encased within a flat, metal disk.
Clockwork Drone
CR 1/6
XP 65
N Tiny construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 5 (1d10)
Fort +0; Ref +4; Will +2
Immune construct traits
OFFENSE
Speed 20 ft., fly 60 ft. (perfect)
Melee slam +0 (1d3-3)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 5, Dex 18, Con —, Int —, Wis 14, Cha 6
Base Atk +1; CMB +3; CMD 10 (can’t be tripped)
Skills Fly +16
SPECIAL ABILITIES
Fly (Su)
A clockwork drone can cease or resume its flight as a free action.
Clockwork Drone
CR 1/6
XP 65
N Tiny construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 5 (1d10)
Fort +0; Ref +4; Will +2
Immune construct traits
OFFENSE
Speed 20 ft., fly 60 ft. (perfect)
Melee slam +0 (1d3-3)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 5, Dex 18, Con —, Int —, Wis 14, Cha 6
Base Atk +1; CMB +3; CMD 10 (can’t be tripped)
Skills Fly +16
SPECIAL ABILITIES
Fly (Su)
A clockwork drone can cease or resume its flight as a free action.
XP 50
N Diminutive animal
Init +1; Senses low-light vision, scent; Perception +5
DEFENSE
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +3, Will +2
OFFENSE
Speed 5 ft.
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 12, Con 6, Int 1, Wis 15, Cha 4
Base Atk +0; CMB –3; CMD 2 (6 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +5, Stealth +21; Racial Modifiers +4 Stealth
SPECIAL ABILITIES
Familiar
The master of a toad familiar gains 3 hit points.
ECOLOGY
Environment temperate and warm forests
Organization solitary, pair, or knot (3–100)
Treasure none
Toads are harmless, rough-skinned amphibians.
XP 50
N Diminutive animal
Init +2; Senses blindsense 20 ft., low-light vision; Perception +6
DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +4, Will +2
OFFENSE
Speed 5 ft., fly 40 ft. (good)
Melee bite +6 (1d3–4)*
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5
Base Atk +0; CMB –2; CMD 3
Feats Weapon Finesse
Skills Fly +16, Perception +6; Racial Modifier +4 Perception
SPECIAL ABILITIES
Familiar
The master of a bat familiar gains a +3 bonus on Fly checks.