Atlas Rules Resources Adventures Stories FAQ Search Links
Giant Skunkby Jamie Baty
Hit Dice: 3d8+9 (22 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares)
Armour Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+1
Attack: Bite +1 melee (1d6 -1)
Full Attack: Bite +1 melee (1d6 -1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Musk spray
Special Qualities: Low-light vision
Saves: Fort +5, Ref +5, Will +0
Abilities: Str 8, Dex 14, Con 14, Int 2, Wis 8, Cha 5
Skills: Listen +4, Spot +4
Feats: Alertness, Toughness
Environment: Any forests
Organisation: Solitary, Pair, or Family (2-5)
Challenge Rating: 1/2
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -
Other than its larger size, a giant skunk is identical to the normal variety.
While slightly more aggressive in the defence of its territory, a giant skunk's first reaction is to spray its foes with its musk. They will flee if possible when clearly threatened, and will bite only as a last resort.
Musk Spray (Ex): As a full round action, a giant skunk may shoot a 50' cone of musk at its foes. Every creature within the cone must make a DC 13 Fortitude save (Con based) or be nauseated for 2d10+10 rounds. Creatures that make their save are still sickened for 2d10+10 rounds.
In addition, any victim within the cone suffers a -8 penalty to Charisma based skill checks and NPC reaction checks. This penalty lasts until the victim and all its items are thoroughly washed, after which the penalty drops to -2 for the next 1d4 days.
A giant skunk may use this ability up to 5 times per day.