Porcupine (CR 1/4)
Alignment: Always Neutral
Initiative: +0; Senses: low-light vision, scent, and Listen +6
AC: 12 (+2 size), touch 12, flat-footed 12
Hit Dice: 1/4d8 (1 hp)
Fort +2, Ref +4, Will +1
Speed: 15 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -8
Attack: 1d6 quills +4 melee; or bite +3 melee)
Full Attack: 1d6 quills +4 melee, bite -2 melee
Damage: 1d6 quills 1d3+2, or bite 1d3+2
Special Attacks/Actions: Quills
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Feats: Weapon Focus (quills)
Skills: Hide +6 and Listen +6
Climate/Terrain: Temperate, warm, and cold forest, plains, and hills
Organization: Solitary or pack (2-5)
Porcupines are rodents with a coat of sharp spines, or quills, that defend them from predators. Most porcupines are about 25-36 in, with an 8-10 in long tail. Weighing between 12-35 lb, they are rounded, large and slow. Porcupines come in various shades of brown, grey, and pink, and the unusual white.
Porcupines are passive until threatened. When faced with possible combat, the 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 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 Porcupines have a +4 racial bonus on Listen checks.