Fiend, Hell-Weasel

Medium fiend, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 120 ft.

15 (+2) 20 (+5) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

Skills Perception +4, Stealth +8
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., truesight 120 ft., passive Perception 14
Languages Understands Abyssal and Infernal but can’t speak
Proficiency Bonus +3
Challenge 6 (2,300 XP)


  • Blurred Movement. Attack rolls against the hell-weasel have disadvantage unless the hell-weasel is incapacitated or restrained.
  • Evasion. If the hell-weasel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it in-stead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Magic Resistance. The hell-weasel has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The hell-weasel’s weapon attacks are magical.
  • Pounce. If the hell-weasel moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the hell-weasel can make one bite attack against it as a bonus action.


  • Multiattack. The hell-weasel makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.


  • Nimble Escape. The hell-weasel can take the Disengage or Hide action as a bonus action on each of its turns.
  • Rampage. When the hell-weasel reduces a creature to 0 hit points with a melee attack on its turn, the hell-weasel can take a bonus action to move up to half its speed and make a bite attack.


This fast-moving horror screeches as it runs.

Hell-weasels move at blur-like speeds, capable of overrunning practically any land-moving prey. They are summoned from Infernus, where they roam, hunting anything they can catch. They are often hunted themselves, but are challenging prey to pursue for obvious reasons. Most casters simply summon a hell-weasel when their enemies are trapped within a dungeon and then let it run wild. Eventually, everything in the dungeon will be dead if the hell-weasel doesn’t die first.

Section 15: Copyright Notice

5E Foes: Video Game Bestiary. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael J. Tresca.

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