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Normal Skunkby Jamie Baty
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +3 (+3 Dex)
Speed: 50 ft. (10 squares)
Armour Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +0 /-11
Attack: Bite -1 melee (1d3 -3)
Full Attack: Bite -1 melee (1d3 -3)
Space/Reach: 2-1/2 ft./ 0 ft.
Special Attacks: Musk spray
Special Qualities: Low-light vision
Saves: Fort +3, Ref +5, Will -1
Abilities: Str 4, Dex 16, Con 12, Int 2, Wis 8, Cha 5
Skills: Hide +11, Listen +4, Spot +3
Environment: Any forests
Organisation: Solitary, Pair, or Family (2-5)
Challenge Rating: 1/8
Alignment: Always neutral
Advancement: 1-2 HD (Tiny); 3-4 HD (Small)
Level Adjustment: -
Skunks are scavenging omnivores which live in woodlands. These creatures are poor at fighting, but have a particularly effective defence which deters all but the most determined attackers- a foul musk that smells hideous, permeates the victims' clothing, skin, and hair, and is particularly difficult to get rid of. As a result, most creatures just tend to leave skunks alone.
Skunks are normally not aggressive. If threatened, the skunk ostentatiously turns its back on its adversary and, if the other does not back away, squirts a cloud of its foul-smelling musk toward its victims. It will only bite as a last resort, and if it can't flee.
Musk Spray (Ex): As a full round action, a skunk may shoot a 15' cone of musk at its foes. Every creature within the cone must make a DC 12 Fortitude save (Con based) or be nauseated for 2d6+6 rounds. Creatures that make their save are still sickened for 2d6+6 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 skunk may use this ability up to 5 times per day.