Homebrew D&D Mobian Echidna V2 Species Details

Mobian echidnas are an anthropomorphic humanoid species that, through golden ring gateways and modern technology, have spread over many worlds, but their main homes are the Mobian Islands and Angel Island upon the world of Mobius, their homeworld. These echidnas can be tough and rough as well as sweet, and they can and often do get along with most races, more so humans and other mobian animal folk, such as the mobian hedgehog, fox, and bat races which are also anthropomorphic. The echidna animal folk are often found leaning overwhelmingly to Chaotic Good, thereafter Neutral Good Alignment, but there can be the odd Evil one here and there, but they are deeply far and few between. 

Mobian echidnas are shockingly and outstandingly strong and great diggers, having kindly spikes upon their hands made of boney material, and are not that bad at climbing. Still, they can clear great swathes of land in what would minutes for most in a handful of seconds by digging. Much like Beast echidnas, they have lots of quills for nearly all of their fur, and they are sharp and pointy, which is great for keeping threats away most of the time. All can Knuckle Sandwich, Spindash, and Glide, and are pretty good at Strength and Insight. 

D&D Mobian Echidna V2 Traits

& Knuckles!

Language

You know Common and 2 other Standard Languages.
Knowledge of a Language means you can write and read it too.

Speed & Size

Movement Speed:
Walk: 30ft. Climb: 30ft. Burrow: 15ft. Swim: 20ft. Fly: 0ft.

Your Size is Small (2-4ft).

Spindash & Glide

Spindash:
Twice per Long Rest as an Action, whilst on the move or still, you can ball up into a spikey ball and roll/hurl yourself up to 20ft at a Creature for 2d4 Piercing damage if it hits.
(Lvl 6: 3d4. Lvl 11: 4d4. Lvl 16: 5d4.)

Glide:
With the shape and length of your main quills, stretching out your body longways mid air halves your fall speed, and you can Glide a distance = half the height you glided from downwards, in any direction you choose unless wearing heavy armour or holding Creatures or things above Tiny in size.

Spiked Hands

Your hands have natural, boney spikes, thus your Unarmed Strikes deal 1d4 + your STR mod Piercing damage.
You can hang from walls and roofs climbed without taxing stamina.

Quills & Skills

Thanks to your sharp, pointy echidna quills, a Creature Grappling you must win a DEX save (DC 8 + your Proficiency & DEX mod) upon your turn and their's, or they take 2d4 Piercing damage.
If struck with an Unarmed Strike/Natural Attack by a Creature without right protection, the Creature must win a DEX save (DC 8 + your Proficiency & DEX mod), or they take 2d4 Piercing damage.

You have ADV on STR and Insight checks and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. When you carry a willing Tiny-Small Creature, their weight does not count against your carrying capacity.

Knuckle Sandwich

Once per Long Rest you can call forth all your might and shatter stone or break through steel or weaker material that is Tiny-Large in size and or thickness, leaving a Tiny-Large hole (your choice).
Doing this to the ground will craft an earthquake from the strike point and Difficult Terrain for 15ft. (Creatures in range must succeed a DEX save DC 15 or be knocked Prone).
If done to a Creature like an Unarmed Strike: 3d6 + STR Piercing damage.

Previous Versions

Name Date Modified Views Adds Version Actions
1/30/2026 2:14:29 PM
1
0
--
Coming Soon
2/2/2026 4:08:09 PM
2
0
1.5
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes