b'Erina Tussler \n'b'  Family:   Erina  \n'b'  Small   humanoid  (erina),  neutral  \n'b'  Armor Class  14 (leather armor)  Hit Points  66 (12d6 + 24)  Speed  20 ft., burrow 20 ft.\n'b' STATS STR: 12 (+1) DEX:  16 (+3)  CON:  14 (+2)  INT:  13 (+1)  WIS:  12 (+1)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Athletics  +5,  Acrobatics  +5,  Perception  +3  Senses   darkvision  60 ft., passive  Perception  13  Languages  Sylvan  Challenge  3 (700 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  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. \n'b'  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. \n'b'  Keen Smell . The erina has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Hardy . The erina has advantage on saving throws against poison. \n'b'  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\xe2\x80\x99s  turn. \n'b'\n'b' ACTIONS \n'b'\n'b'  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. \n'b'  Punching Spines .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 8 (2d4 + 3) piercing damage. \n'b'  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 . \n'b'\n'b' ABOUT \n'b' Sharp spines cover the back, shoulders, and arms of this hedgehog humanoid. Leather armor protects its underbelly as it adopts a fighting stance. \n'b' 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. \n'b'  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. \n'b'  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\xe2\x80\x99s ability to counterattack.'