15
17 (5d4 + 5)
30 ft.
Acrobatics +7, Sleight of Hand +7, Stealth +7
Common
2
On each of his turns, Evil Kneasel can use a bonus action to take the Dash, Disengage, or Hide action.
If Evil Kneasel is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, the weasel instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Innate Spellcasting. Evil Kneasel's innate spellcast- ing ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He can innately cast the following spells, requiring no material components: • At will: mending, message, poison spray • 1/Day each: invisibility, jump, knock
Evil Kneasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 piercing damage.