Monday, January 3, 2011

General Rules: Monsters - Skunk

Skunk (from Dragon Magazine #280)
Tiny Animal

Hit Dice: ½d8 (2 hit points)
Initiative: +1
Speed: 30 feet
Armor Class: 13 (+2 size, +1 Dexterity); touch 13, flat-footed 12
BAB/Grapple: +0/-9
Attack: Bite +3 melee (1d3-1, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +3 melee (1d3-1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Musk
Special Qualities: Low-light vision, scent
Saves: Fortitude +2, Reflex +4, Will +1
Abilities: Str 8, Int 2, Wis 12, Dex 12, Con 11, Cha 7
Skills: Climb +4, Hide +10, Listen +5, Move Silently +7, Spot +4
Feats: Weapon Finesse, Weapon Focus (Musk)
Environment: Temperate plains
Organization: Solitary, pair, or down (3 – 16)
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: -

Built like a small badger, this creature has black fur with white stripes running from its face to its fluffy tail, which is raised in warning. Skunks are omnivorous, eating both plant and animal material and changing their diet as the seasons change. They particularly enjoy eating insects.

A skunk can spray a stream of noxious musk at a single target.

Musk (Ex): 10 foot range, +4 ranged touch attack. On a successful touch attack, the target must make a DC 14 Fortitude save or be nauseated for 1d4 rounds. This ability can be used once per day.

Skunks as Familiars
Skunks can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with skunk familiars gain immunity to the musk attack of all skunk attacks.

Home     Three Worlds     Monsters

No comments:

Post a Comment