Fiendish Dire Weasel CR 2
Always LE Medium Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +3, Spot +5
Languages —
AC 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
hp 3d8 (13 hp)
Fort Ref Will
Speed 40 ft. (8 squares)
Space/Reach 5 ft./5 ft.
Base Atk +2; Grp +4
Melee bite ()
Attack Options Attach, blood drain, Smite good
SQ darkvision 60 ft., Low-light vision, scent, resistance to cold 5 and fire 5, SR 8
Abilities Str 14, Dex 19, Con 10, Int 3, Wis 12, Cha 11
Feats Alertness, Weapon Finesse
Skills Hide +8, Listen +3, Move Silently +8, Spot +5
Advancement 4–6 HD (Large)
Environment Any evil-aligned plane
Organization Solitary or pair
Treasure None
Summon Monster: Summon Monster III
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +3 extra damage against an good foe.
Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and has an AC of 12.
Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
Dire weasels grow to be up to 10 feet long and can reach a weight of 700 pounds.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster III.