Erina
Small Humanoid, Neutral
False
Armor Class 12 (leather armor)
Hit Points 22 (4d6 + 8)
Speed 20 ft., burrow 20 ft.
- STR
- 9 (-1)
- DEX
- 12 (+1)
- CON
- 14 (+2)
- INT
- 13 (+1)
- WIS
- 10 (+0)
- CHA
- 11 (+0)
Damage Vulnerabilities False
Damage Resistances poison
Damage Immunities False
Condition Immunities False
Senses darkvision 60 ft., passive Perception 10
Languages Common, Erina
Challenge 1/4
Traits
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 2 (1d4) piercing damage. In addition, a creature grappled by or grappling the erina takes 2 (1d4) piercing damage at the start of the erina's turn.
Actions
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.






