Encounters by Locale: Goblin Marches - Open Plains (Day)
Mink (CR 1)
Alignment: Always neutral
Initiative: +2 (Dex); Senses: low-light vision, scent, Listen +3, and Spot +3
AC: 20 (+2 size, +2 Dex, +0 natural), touch 14, flat-footed 12
Hit Dice: 1d8 (4 hp)
Fort +0, Ref +2, Will +1
Speed: 40 ft., burrow 10 ft.
Space: 2-1/2 ft./0 ft.
Base Attack -2; Grapple -12
Attack: bite +2 melee
Full Attack: Bite +2 melee
Damage: 1 pt damage
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Special Qualities: Semi-aquatic, cold tolerant, hold breath
Skills: Balance +6, Climb +6, Listen +3, Spot +3, and Swim +10
Climate/Terrain: Termperate and cold marshes
Relative of the weasel. Hunted or grown for their pelts. Their pelage is deep, rich brown, with or without white spots on the underparts, and consists of a slick, dense underfur overlaid with dark, glossy, almost stiff guard hairs, and pink.
Minks like to live near water and are seldom found far from riverbanks, lakes and marshes. Even when roaming, they tend to follow streams and ditches. Sometimes they leave the water altogether for a few hundred meters, especially when looking for rabbits, one of their favorite foods. In some places they live along the seashore. Sometimes they live in towns, if suitable water is available. Mink may be present at all hours, even when people are nearby.