SYSTEM REFERENCE DOCUMENT 3.5 |
|
Tiny Magical Beast (Augmented Animal, Extraplanar) |
Hit Dice: |
1/2 d8 (2 hp) |
Initiative: |
+2 |
Speed: |
20 ft. (4 squares), climb 20 ft. |
Armor Class: |
14 (+2 size, +2 Dex), touch 14, flat-footed 12 |
Base Attack/Grapple: |
+0/–12 |
Attack: |
Bite +4 melee (1d3–4) |
Full Attack: |
Bite +4 melee (1d3–4) |
Space/Reach: |
2-1/2 ft./0 ft. |
Special Attacks: |
Attach, smite evil |
Special Qualities: |
Low-light vision, scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 5 |
Saves: |
Fort +2, Ref +4, Will +1 |
Abilities: |
Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 5 |
Skills: |
Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3 |
Feats: |
|
Environment: |
Any Evil-aligned plane |
Organization: |
Solitary |
Challenge Rating: |
1/4 |
Alignment: |
Always evil (any) |
Advancement: |
+2 |
Level Adjustment: |
+2 |
These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.
Combat
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +0.