Copper Opossum (CR 1/2)
Tiny Magical Beast
Alignment: Always neutral
Initiative: +3 (Dex); Senses: scent and Listen +6
AC: 18 (+5 Dex, +2 natural, +1 size) touch 16, flat-footed 14
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +7, Will +4
Speed: 20 ft., climb 15 ft.
Space: 2.5 ft./2.5 ft.
Base Attack +0; Grapple -8
Attack: Bite +3 melee
Full Attack: Bite +3 melee
Damage: Bite 1d3+1 plus poison
Special Attacks/Actions: Poison (paralysis)
Abilities: Str 5, Dex 21, Con 12, Int 1, Wis 12, Cha 8
Special Qualities: immune to pit viper venom
Skills: Hide +6 and Listen +6
Advancement: 2-3 HD (Tiny)
Climate/Terrain: Temperate land
Organization: Solitary or family (adult with 1d4 young)
The copper opossum, a native of the Cormyr foothills, is as shy. It spends most of the day eating weeds and seedlings, rolling itself into a tight ball whenever it feels threatened. If handled, the opossum kicks with its hind legs, piercing its oppressor with tiny spikes located just above its feet. The spikes secrete poison that causes paralysis. Incidentally, the opossum's fur contains actual copper; if processed by a knowledgeable craftsman, the fur of a mature copper opossum yields 2-5 pounds of metal.