Dire Weasel (CR 2)
Alignment: Always neutral
Initiative: +4 (Dex); Senses: low-light vision, scent, Listen +3, and Spot +5
AC: 16 (+4 Dex, +2 natural) , touch 14, flat-footed 12
Hit Dice: 3d8 (13 hp)
Fort +3, Ref +7, Will +4
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: Bite +6 melee
Full Attack: Bite +6 melee
Damage: Bite 1d6+3
Special Attacks/Actions: Attach, blood drain
Abilities: Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11
Feats: Alertness; Stealthy; Weapon Finesse (bite)
Skills: Hide +8, Listen +3, Move Silently +8, and Spot +5
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Climate/Terrain: Temperate hills
Organization: Solitary or pair
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 Dex bonus to AC and thus has an AC of 12.
Blood Drain (Ex): A dire weasel drains blood for 2d4 points of temporary Constitution damage each round it remains attached.