Fiendish Dire Weasel (3.5e Creature)

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Fiendish Dire Weasel
Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, blood drain
Special Qualities: Low-light vision, scent, Darkvision 60 ft., Resistance to cold and fire 5, Spell resistance 8
Saves: Fort +3, Ref +7, Will +4
Abilities: Str 14, Dex 19, Con 10, Int 3, Wis 12, Cha 11
Skills: Hide +8, Listen +3, Move Silently +8, Spot +5
Feats: Alertness, Stealthy , Weapon FinesseB
Environment: Temperate hills in an evil-aligned plane
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always evil (any)
Advancement: 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment:
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Dire weasels grow to be up to 10 feet long and can reach a weight of 700 pounds.

COMBAT[edit]

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Dire weasels stalk their prey in the dark and then leap on it, biting and clawing.

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 thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

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