Shade
Monster Junkie
Here's the Tome of Horrors Revised skunk...
SKUNK
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +3 melee (1d3-4)
Full Attack: Bite +3 melee (1d3-4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Musk
Special Qualities: Scent
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 2, Dex 13, Con 10, Int 2, Wis 12, Cha 2
Skills: Hide +10, Listen +4, Move Silently +2, Spot +4
Feats: Alertness, Weapon FinesseB
Environment: Temperate forest and hills
Organization: Solitary or family (2-5)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
The stats here describe the common nonaggressive skunk.
Combat
Skunks squirt their musk at potential predators in hopes of forcing the predator to flee. If this fails, the skunk looks for the quickest route possible for itself to escape. If cornered, a skunk bites its opponents.
Musk (Ex): Once per round, and no more than 5 times per day, a skunk can release a cloud of stinking musk that quickly fills a 5-foot area in front of it. A creature within or entering the area must succeed on a DC 10 Fortitude save or be sickened for 1d4 rounds. One round later a second Fortitude save must be made (whether the first one succeeded or not) or the affected creature is blinded for 1d4 rounds. The save DCs are Constitution-based.
A delay poison or neutralize poison spell removes the effect from the sickened creature, but does not remove the blindness. Creatures with immunity to poison are unaffected by the sickened effect but can still be blinded if they fail their save, and creatures resistant to poison receive their normal bonus on both saving throws.
The stench is highly potent, and short of magical means of cleaning, all cloth and such material continue to reek for 1d6 months. The odor is so strong that it doubles all chances for wandering monster encounters and imposes a -12 circumstance penalty on Hide checks attempted while wearing clothing contaminated with a skunk’s musk. Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar for a period of 1d3 days. Otherwise, the stench clings to them for at least 1 week, imposing the same modifiers to wandering monster encounters and Hide checks.
Upsize to Medium and tweak to suit our needs?
SKUNK
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +3 melee (1d3-4)
Full Attack: Bite +3 melee (1d3-4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Musk
Special Qualities: Scent
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 2, Dex 13, Con 10, Int 2, Wis 12, Cha 2
Skills: Hide +10, Listen +4, Move Silently +2, Spot +4
Feats: Alertness, Weapon FinesseB
Environment: Temperate forest and hills
Organization: Solitary or family (2-5)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
The stats here describe the common nonaggressive skunk.
Combat
Skunks squirt their musk at potential predators in hopes of forcing the predator to flee. If this fails, the skunk looks for the quickest route possible for itself to escape. If cornered, a skunk bites its opponents.
Musk (Ex): Once per round, and no more than 5 times per day, a skunk can release a cloud of stinking musk that quickly fills a 5-foot area in front of it. A creature within or entering the area must succeed on a DC 10 Fortitude save or be sickened for 1d4 rounds. One round later a second Fortitude save must be made (whether the first one succeeded or not) or the affected creature is blinded for 1d4 rounds. The save DCs are Constitution-based.
A delay poison or neutralize poison spell removes the effect from the sickened creature, but does not remove the blindness. Creatures with immunity to poison are unaffected by the sickened effect but can still be blinded if they fail their save, and creatures resistant to poison receive their normal bonus on both saving throws.
The stench is highly potent, and short of magical means of cleaning, all cloth and such material continue to reek for 1d6 months. The odor is so strong that it doubles all chances for wandering monster encounters and imposes a -12 circumstance penalty on Hide checks attempted while wearing clothing contaminated with a skunk’s musk. Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar for a period of 1d3 days. Otherwise, the stench clings to them for at least 1 week, imposing the same modifiers to wandering monster encounters and Hide checks.
Upsize to Medium and tweak to suit our needs?