Size:
± Small
Type:
± Humanoid
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 66 (12d6 + 24)
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Action
Multiattack
The erina tussler makes two Punching Spines or Throw Spine attacks. If the erina hits one creature with both Punching Spines attacks, the target is grappled (escape DC 13). The erina can grapple only one target at a time.
Action
Punching Spines
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
Action
Throw Spine
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the spine sticks in the target until a creature uses an action to remove it. While the spine is stuck, the target has disadvantage on weapon attacks that use Strength.
Special
Arm Spine Regrowth
The erina has twenty-four arm spines that it can use to make Throw Spine attacks. Used spines regrow when the erina finishes a long rest.
Special
Expert Wrestler
The erina can grapple creatures two sizes larger than itself and can move at its full speed when dragging a creature it has grappled. If the erina grapples a Small or smaller creature, the target has disadvantage on its escape attempts. In addition, the erina has advantage on ability checks and saving throws made to escape a grapple or end the restrained condition.
Special
Hardy
The erina has advantage on saving throws against poison.
Special
Keen Smell
The erina has advantage on Wisdom (Perception) checks that rely on smell.
Special
Spines
A creature that touches the erina or hits it with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. In addition, a creature grappled by or grappling the erina takes 5 (2d4) piercing damage at the start of the erina's turn.
Sharp spines cover the back, shoulders, and arms of this hedgehog humanoid. Leather armor protects its underbelly as it adopts a fighting stance.
Some erina relish close-quarters combat. These tusslers groom their spines to painful effect and bind their sturdiest quills onto their wrists, using them like punching daggers.
Fighting Dirty. Tusslers are notable (and somewhat suspect) in the erina communities for their fighting prowess and unconventional methods. Tusslers disregard the common erina tactic of ambushing opponents from below by burrowing; they prefer more upfront tactics such as punching wildly and sticking to foes like thorny briars.
Flying Spines. Tusslers take extra care to groom sharp spines along their arms, which they can fling at foes who are out of reach of their punches. When these flung spines stick to their targets they are quite painful, disrupting a creature's ability to counterattack.
5e SRD
Actions/Abilities/Traits: D&D 5e
Sharp spines cover the back, shoulders, and arms of this hedgehog humanoid. Leather armor protects its underbelly as it adopts a fighting stance.
Some erina relish close-quarters combat. These tusslers groom their spines to painful effect and bind their sturdiest quills onto their wrists, using them like punching daggers.
Fighting Dirty. Tusslers are notable (and somewhat suspect) in the erina communities for their fighting prowess and unconventional methods. Tusslers disregard the common erina tactic of ambushing opponents from below by burrowing; they prefer more upfront tactics such as punching wildly and sticking to foes like thorny briars.
Flying Spines. Tusslers take extra care to groom sharp spines along their arms, which they can fling at foes who are out of reach of their punches. When these flung spines stick to their targets they are quite painful, disrupting a creature's ability to counterattack.
5e SRD