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This is a short and plump, vaguely reptilian-amphibian creature with bright green skin, a series of spikes on their back, and a mischievous grin. – Imban

Wiggly Hopper (CR 4)

XP 1,200
NE Small Outsider (Daemon, Extraplanar)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +10 

DEFENSE

AC 18, touch 14, flat-footed 15 (+4 Dex, +3 natural, +1 size)
hp 37 [60] (5d10+10)
mp 11
Fort +6, Ref +8, Will +3
Immune disease, poison; Resist shadow 5, water 10
Weakness lightning

OFFENSE

Speed 20 ft.
Melee 2 claws +7 (1d6+1)
Special Abilities Chain Spell, Scavenge
Spells Known (FC CL 5th; concentration +7)

1st (DC 13)  – Engulf, Water, Water Blast
2nd (DC 14)  – Water II

STATISTICS

Str 12, Dex 19, Con 14, Int 14, Wis 14, Cha 8
Base Atk +5; CMB +5; CMD 19
Feats Athletic, Combat Casting, Improved Initiative
Skills Bluff +7, Climb +13, Perception +10, Sense Motive +10, Spellcraft +10, Stealth +16, Survival +10, Swim +13
SQ Spiny Defense
Languages Abyssal, Infernal

SPECIAL ABILITIES

Chain Spell (Su)

After eating something magical (see Scavenge), a wiggly hopper can unleash a flurry of spells in an instant, casting three 1st-level spells which require a standard action to cast in the same standard action. It must pay the MP cost for each of these spells.

Scavenge (Ex)

A wiggly hopper can spend a full-round action looking around to find something to eat by making a Survival check. On a result of 15 or lower, it finds something nasty and suffers the poisoned condition for 1d4 rounds. On a result of 16 to 25, it finds something tasty and is healed for 1d6+7 points of damage. On a result of 26 or higher, it finds something magical and may use Chain Spell once within the next minute. Particularly barren areas may apply a penalty to this check or make it impossible.

Spiny Defense (Ex)

As a move action, a wiggly hopper can roll itself up into a spiny ball. While rolled up, it gains a +3 enhancement bonus to its existing natural armor, and any creature attempting to grapple the wiggly hopper takes 1d6 damage on making a grapple check. While rolled up, a wiggly hopper cannot take an action other than leaving this state or casting a spell. The wiggly hopper can leave this state as a move action.

ECOLOGY

Environment islands
Organization solitary, pair, or pack (3-6)
Treasure standard