Dire Porcupine (CR 1)
Alignment: Always neutral
Initiative: +0; Senses: low-light vision, scent, and Listen +6
AC: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +2, Will +3
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -2
Attack: 1d6 quills +4 melee
Full Attack: 1d6 quills +4 melee and bite -2 melee
Damage: Quills 1d3+2, bite 1d3+2
Special Attacks/Actions: Quills
Abilities: Str 14, Dex 10, Con 14, Int 2, Wis 12, Cha 11
Feats: Weapon Focus (quills)
Skills: Hide +6 and Listen +6
Advancement: 2-3 HD (Medium)
Climate/Terrain: Temperate forests
Organization: Solitary or pack (2-5)
The dire porcupine ranges in size from 3 to 4 feet in height and can weigh up to 80 pounds. When the porcupine is relaxed, the hair and quills lie flat and point toward the rear of its body. When threatened, it draws up the skin of the back to expose quills facing forward.
Dire porcupines are passive until threatened. When faced with possible combat, the dire porcupine raises the quills on its body and spins around, smashing an opponent with its quill-covered tail. If it bites an opponent, 1d4 quills break off from its body and lodge in the opponent.
Quills (Ex): When the dire porcupine strikes with its tail, it dislodges 1d6 quills that automatically break off and lodge in the opponent's flesh. A lodged quill imposes a -1 circumstance penalty to attacks, saves, and checks. Each 1 minute thereafter, the quill moves deeper into the opponent's flesh, dealing 1d2 additional points of damage. Removing the quill takes 1 full round and deals 1d4 additional points of damage. If the quill has been embedded for more than 10 rounds, a Strength check at DC 10 is needed to remove the quill. For every minute after that, the DC to remove a lodged quill increases by +1. An unarmed or melee touch attack against a dire porcupine causes 1d4 quills to break off and lodge in the attacker.
Skills: Dire porcupines have a +4 racial bonus on Listen checks.