Hochi are a race of small humanoid Hedghogs. Sturdy, likeable, and easygoing, they have inserted themselves into basically every culture. Having no great Empires and waging no great wars, most of the powerful civilizations have no worry with allowing large, rambling Hochi Ghettos into their towns.

Looking like short, fat, furry humans for the most part, Hochi are most easily distinguished by the foot long spines growing from their back. This formidable natural weaponry is the source of their overall good cheer. Between their spines and their fierce, clannish, loyalty precious few creatures are willing to attack a Hochi warren.

A note on Armor. Hochi have to use specially made armor due to the spines. Hochi warrens sell this armor at the same price as other blacksmiths sell human armor. Unfortunately, most magical treasure troves do not contain Hochi specific armor. A trained blacksmith can modify normal armor to fit a Hochi. Generally this costs about 10% of the base price of the armor.


  • +2 Int, +2 Wis : Hochi have very quick minds, they are clever and inquisitive, but never foolish. Centuries of relative peace have allowed the Hochi to dedicate more of their time to intellectual pursuits then all but the ancient Eladrin.
  • Skill Bonus: +2 Arcana, +2 Dungeonerring
  • Small
  • Speed 6
  • Darkvision
  • Burrowing: A Hochi can dig through loose soil at a rate of 1 square per round. The tunnel left by this rapid burrowing only lasts for a few seconds after the Hochi. At most 2 Small or 1 Medium sized creature can follow behind. It takes significant time to shore up a Hochi's tunnels.
  • Primal Connection: Hochis are closely related to Badgers, Hedgehogs, Chinchillas, and other small burrowing mammals. They can communicate with these animals. The communication is primitive and simple, but very real.
  • Spines: Hochi's spines are not positioned to be used offensively. However, they make Hochi very difficult to grapple, squeeze, or bite. Any creature Grappeling a Hochi will take 1d8 + Grappler's Str Bonus. This only applies to creatures that a Hochi's natural attacks can damage.
  • Ball of Spikes : Hochi can use Ball of Spikes as an encounter power.

Ball of Spikes
As a massive blow comes in to land, you pull yourself into a tight ball of spines, ensuring your attacker gets more then he bargained for.
Hochi Racial Power
Immediate Interrupt
Trigger: You are hit by a melee attack that deals damage
From now until the start of your next turn, any creature that hits you with a melee attack automatically takes the same damage that they deal to you.
Sustain Standard: You can stay in this defensive position as long as you use your standard action to sustain it every turn or until the encounter ends.


Armored Spines
You have learned how to bristle your spines in such a way as to provide you with an extra layer of armor. You armor increases by +2 when you use your Ball of Spikes racial power. If this addition causes an enemy to miss, they still take the damage that they would have dealt you.

Clan Tactics
You have learned how to organize groups of small creatures to take down larger targets. When you and an adjacent ally are in reach of an opponent larger then both of you, you can both treat them as though they were flanked. Only one adjacent ally can benefit from your tactics in a given turn.

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