Erina Tussler
Small Humanoid, neutral
Armor Class 14 (leather armor)
Hit Points 66 (12d6+24)
Speed walk +20, burrow +20
Challenge 3
Skills perception +1
Senses darkvision 60', passive Perception 13
Languages Sylvan
Special Abilities
Arm Spine Regrowth. The erina has twenty-four arm spines that it can use to make Throw Spine attacks. Used spines regrow when it 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 it grapples a Small or smaller creature target has disadvantage on its escape attempts. Erina has advantage on ability checks and saves made to escape a grapple or end restrained condition.
Keen Smell. Advantage: smell Wis (Percept) checks.
Hardy. The erina has advantage on saves vs. poison.
Spines. A creature that touches erina or hits it with melee attack while within 5 ft. of it takes 5 (2d4) piercing damage. A creature grappled by or grappling erina takes 5 (2d4) piercing damage at start of the erina's turn.
Actions
Multiattack. Two Punching Spines or Throw Spines. If it hits one creature with both Punching Spines target is grappled (escape DC 13). Erina can grapple only one target at a time.
Punching Spines. Melee Weapon Attack: +5 to hit, 5 ft., one target, 8 (2d4+3) piercing damage.
Throw Spine. Ranged Weapon Attack: +5 to hit 20/60' one target 8 (2d4+3) piercing damage and spine sticks in target until a creature uses an action to remove it. While spine is stuck target has disadvantage on weapon attacks that use Str.
Source: Tome of Beasts 3 · OGL/Open