This bulky warrior has a hedgehog's snout and spines growing all over his body parts not protected by armor.
CR 6; XP 2,400
LE Medium Monstrous Humanoid
Init +5; Senses darkvision 60 ft., scent; Perception +12
AC 20, touch 11, flat-footed 19 (+6 armor, +1 Dex, +2 natural, +2 shield)
hp 68 (8d10+24)
Fort +5, Ref +9, Will +9
Defensive Abilities bloody spines; Immune curse, disease, fear
Speed 20 ft. (30 ft. base)
Melee longsword +13/+8 (1d8+4, 19–20/×2), and bite +7 (1d6+2) or 2 claws +12 (1d6+4) and bite +12 (1d6+4)
Special Attacks spiny roll
Spell-Like Abilities (10th; concentration +12)
At will—phantom steed (only one active at a time)
Str 18, Dex 12, Con 16, Int 13, Wis 13, Cha 15
Base Atk +8; CMB +12; CMD 23
Feats Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills Intimidate +13, Knowledge (nobility) +9, Perception +12, Ride +12, Survival +12
Languages Common, Sylvan
Environment temperate forests and hills
Treasure standard (including mwk longsword, mwk chain mail, mwk large metal shield)
Bloody Spines (Ex) A hedgeknight's spines are razor sharp. Any creature striking a hedgeknight with a natural weapon, non-reach melee weapon, or a melee touch attack, has to make a Reflex saving throw (DC 17) or suffer 1d4 points of piercing damage and 1d4 points of bleed damage. Creatures grappling with a hedgeknight or those that swallowed one, suffer the same damage once per turn (either when they initiate the grapple or when they start their turn already grappling with a hedgeknight) without a saving throw. When a hedgeknight fights defensively, uses total defense action, or uses Combat Expertise, the dodge bonus to AC bestowed by those actions increases saving throw DC of bloody spines. The saving throw DC is Constitution-based.
Spiny Roll (Ex) As a full-round action, a hedgeknight can roll up to twice his speed in a straight line, passing through enemy squares with ease. Each enemy whose square he passes, can either make an attack of opportunity, and suffer the hedgeknight's bloody spines damage, or forfeit an attack of opportunity and make a Reflex saving throw against bloody spines to avoid the damage.
Hedgeknights are fearless creatures cursed to roam the wilderness in the monstrous form that resembles cross between a human and a hedgehog, seeking martial challenges. They are usually aloof, cruel, and yet show a twisted sense of honor, keeping their word and giving their enemies fair chances in combat assuming they are returned the favor. They have no compunction about mercilessly slaying or crippling opponents that showed to be dishonorable or when outnumbered.
Some of the hedgeknights still seek the cure for their affliction, sometimes a truly heroic honorable deed, sometimes a true love, sometimes a willingly blessing of an ancient hag. A lot of hedgeknights enjoy their existence, though, or lost the hope of reversing it, and have little motivation to end their curse.
Many hedgeknights grow more skilled at combat, with levels in cavalier, fighter, ranger, or slayer classes, though a rare Lawful Good hedgeknight can become a paladin.
A typical hedgeknight is approximately 5 feet 10 inches tall and weights about 220 pounds, plus armor.