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Skunk

These omnivores are most active at twilight, feeding on everything from berries to grubs and insects. Some farmers even encourage the animals to live near their farms to keep destructive pest populations low.

Recall Knowledge - Animal (Nature): DC 13

SkunkCreature -1

NTinyAnimal
Source Bestiary 3 pg. 246
Perception +5; low-light vision, scent (imprecise) 40 feet
Skills Acrobatics +5, Athletics +2, Stealth +5
Str +0, Dex +3, Con +2, Int -4, Wis +1, Cha +0
AC 15; Fort +4, Ref +7, Will +3
HP 7
Speed 20 feet
Melee Single ActionSingle Action jaws +7 [+3/-1] (agile, finesse), Damage 1d8 piercingSpray Musk Two ActionsTwo Actions (poison) The skunk propels a stream of acrid musk in a 10-foot line. Each creature in the line must attempt a DC 16 Fortitude save.
Critical Success The target is unaffected.
Success The target is sickened 1.
Failure The target is sickened 2.
Critical Failure The target is sickened 2 and takes a –2 penalty to Stealth checks from the horrific odor for 24 hours or until the musk is removed or neutralized, requiring 10 minutes of thorough scrubbing with soap.

All Monsters in "Skunk"

NameLevel
Giant Skunk1
Skunk-1

Skunk

Source Bestiary 3 pg. 246
With their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of musk rarely decide to trouble a skunk again, as the revolting stench can linger for hours or even days. Removing the odor is difficult, typically requiring the aid of alchemy or magic.

Sidebar - Additional Lore Skunk Musk in Alchemy

In a quest to create less lethal bombs, some alchemists have turned to skunks for inspiration. Reputedly, the resulting stink bombs are vastly more powerful than naturally occurring skunk musk. Few adventuring groups, however, encourage their alchemists to deploy such devices.