Encounters by Locale: Goblin Marches - Caves (Night)
Weasel (CR 1/4)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: low-light vision, scent, and Spot +3
AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Hit Dice: 1/2d8 (2 hp)
Fort +2, Ref +4, Will +1
Speed: 20 ft., climb 20 ft.
Space: 2 1/2 ft./0 ft.
Base Attack +0; Grapple -12
Attack: Bite +4 melee
Full Attack: Bite +4 melee
Damage: Bite 1d3-4
Special Attacks: Attach
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Feats: Agile; Weapon Finesse
Skills: Balance +10, Climb +10, Hide +11, Move Silently +8, and Spot +3
Climate/Terrain: Temperate hills
Source: Monster Manual
These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.
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 attacked. An attached weasel has an AC of 12.
Skills: +2 on Balance and Escape Artist checks. Weasels receive a +4 racial bonus to Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks.