Hedge

The Hedge are a reclusive, quadrupedal species of Beastfolk descended directly from the will of Quillamar, the Animal Lord of Hedgehogs. Smaller and more primal than their Erina cousins, the Hedge live in harmony with the deep earth, speaking in rustling leaves and earthen scents more than words. They are not just creatures of the forest—they are the memory of it, quiet watchers whose presence signals safety, stability, and the endurance of gentleness in an untamed world.

Hedge resemble natural hedgehogs greatly in form, though far more intelligent and spiritually attuned. Roughly the size of a large fox, they are covered in dense, patterned quills that shift color with the seasons—rich russet in fall, pale gray in winter, mossy green in spring, and deep brown in summer. Their eyes are wide and luminous, often reflecting starlight or fireflies, and their voices are soft, musical chitters that carry across quiet glades.

Hedge are spirit-touched, their very essence interwoven with the energies of the natural world. They are often mistaken for forest spirits themselves, and in many places they are revered as such. When a Hedge curls up beneath a root or within a sacred grove, the plants around them grow stronger, more vibrant—responding to their presence as if to a guardian. They are natural empaths and ward-keepers, frequently found protecting druidic circles, guiding lost travelers to safety, or silently observing significant events from the underbrush.

Unlike many beastfolk, Hedge do not form villages or societies in the conventional sense. Instead, they maintain hidden networks of earthen tunnels, mossy dens, and spirit-cleared paths that only other Hedge and their most trusted allies can navigate. They live solitary or in mated pairs, meeting at designated moonlit gatherings known as Thornmoots, where tales, warnings, and subtle magic are shared.

The Hedge are deeply attuned to spiritual energy, especially that which flows through the land and the departed. Many serve as natural mediums or wardens of ancient burial grounds, where they keep the veil between the living and dead intact. Druids, spiritfarers, and quiet guardians often seek them out for insight into disturbances in the Spirit Realm or corruptions in the land. A Hedge’s warning—delivered through dreams, patterns of fallen leaves, or chittered messages carried by wind—can save entire villages.

Though gentle by nature, Hedge are not defenseless. When threatened, they can curl into enchanted balls of sharp quills imbued with protective magic, and some are capable of subtle Elemental manipulation tied to the forest floor—entangling foes in roots, causing minor tremors, or redirecting rain and wind to shelter allies. They do not seek battle, but they will endure it if they must.

To see a Hedge is rare, and to befriend one rarer still. But those who walk with a Hedge walk under the watchful eye of the forest’s oldest Spirit. They are reminders that strength lies in stillness, that even the smallest creature can carry the weight of the wild, and that peace, once rooted, can outlast the storm.

Genetic Ancestor(s)

HCS

Hedge

HUMANOID

Hedge Traits

Size: Small (3-4ft)

Speed: 25ft

As a Hedge, you have these special traits.

Natural Burrowers

You have a burrowing speed of 15 feet. You are capable of burrowing through soil, but are unable to dig through anything more substantial with just your clawed hands.

Spiny Quills

The backs of hedges are covered with spiny quills, which makes it impossible for hedges to wear armor. These quills provide exceptional protection, therefore you have a base armor class of 14 + your Dexterity modifier. Even though you can't wear armor, you can still benefit from the armor class bonus provided by shields so long as you are proficient with them.

Curl Up

You can use your action to curl up, exposing attackers to a wall of your toughened quills. While curled up you cannot move, attack, or cast spells with somatic components, and your base armor class becomes 19. You cannot benefit from any Dexterity bonus to armor class while curled up, but you can still use shields.

Any creature that misses you with a melee attack while you are curled up takes ( 2d4 ) points of piercing damage from your sharp quills. If a creature hits you while you are curled up, you are knocked prone in your space at the end of the turn. You may uncurl yourself at any point during your turn.

Forest Magic

You have a deep connection to the magic of the Wood. You know the druidcraft cantrip. Additionally, you can cast animal messenger as a 2nd level spell once with this trait, and regain the ability to do so after a short or long rest. Charisma is your spellcasting ability for these spells.

Speak With Bugs

Through sounds and gestures, you can communicate simple ideas with creatures of the beast subtype that represent insects, spiders, worms, and other creepy crawlies, regardless of their size.