Homebrew Erinari Species Details
Hedgehogfolk, or Erinari, are small, humanoid creatures covered in short, bristly fur with distinctive spines running along their backs. Their fur varies in color, ranging from deep browns and greys to striking silvers, blues, and whites. These spines, while not as rigid as a porcupine’s quills, provide natural protection, stiffening in response to threats. Standing between 3 and 4 feet tall and weighing 40 to 70 pounds, Erinari have large, expressive eyes, keen noses, and agile limbs built for rapid movement. Some have longer quills, while others have sleek, aerodynamic spines suited for high-speed travel.
Erinari are naturally curious, independent, and quick-witted, often preferring exploration over settling in one place. Many have an innate sense of justice and despise tyranny, leading them to become messengers, scouts, and even heroes. Some are lone wanderers, while others form small, close-knit tribes that value speed, cunning, and personal freedom. They have a deep connection to nature, often living in underground burrows or treetop villages. Some Erinari have developed psionic abilities, suggesting a link to ancient powers or time-warping phenomena.
Erinari thrive in woodlands, deserts, and open plains, where their speed and burrowing skills allow them to evade predators. Some live among other races, finding work as runners, tricksters, or freedom fighters. Legends speak of an ancient Erinari “Silverblood” lineage capable of bending time and space, explaining why some develop telekinetic abilities. Others simply focus on their natural speed, pushing their bodies to incredible limits.
Erinari Traits
Erinari share the following racial traits.Ability Score Increase.
Your Dexterity score increases by 2.
Size
Your size is medium.
Speed
Your base walking speed is 35ft.
Spiny Defense
When a creature hits you with an unarmed strike or a grapple, they take piercing damage equal to your proficiency bonus.
As a reaction, when you take melee damage, you can curl into a defensive ball, giving you +2 AC until the start of your next turn (usable once per short rest).
Spindash
As a bonus action, you can roll into a ball and dash forward. If you move at least 20 feet in a straight line, you can attempt to knock a creature prone (Strength saving throw DC = 8 + proficiency bonus + Dexterity modifier).
On a failed save, the target is knocked prone and takes bludgeoning damage equal to 1d6 + your Dexterity modifier.
This ability can be used once per short or long rest.
Language
You can speak, read, and write Common and one other language of your choice.
Previous Versions
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2/1/2025 12:24:05 AM
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Coming Soon
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