Erina Tussler

Small humanoid (erina), neutral

Armor Class 14 (leather armor)
Hit Points 66 (12d6 + 24)
Speed 20 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 11 (+0)

Skills Athletics +5, Acrobatics +5, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan
Challenge 3 (700 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • 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.
  • 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.
  • Keen Smell. The erina has advantage on Wisdom (Perception) checks that rely on smell.
  • Hardy. The erina has advantage on saving throws against poison.
  • 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.

ACTIONS

  • 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.
  • Punching Spines. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
  • 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.

ABOUT

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.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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