Skunk (3.5e Creature)

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Skunk.jpg
Skunk
Size/Type: Tiny Animal
Hit Dice: ½d8 (2 hp)
Initiative: +2
Speed: 20 ft. (4 squares), Burrow 5 ft. (1 square)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–4)
Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Defensive Spray
Special Qualities: Low-Light Vision, Scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Balance +6, Climb +4, Hide +10, Intimidate +12, Move Silently +6
Feats: Skill Focus (Intimidate), Weapon FinesseB
Environment: Temperate hills
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Skunks are omnivorous, eating both plant and animal material and changing their diet as the seasons change. They eat insects and larvae, earthworms, small rodents, lizards, salamanders, frogs, snakes, birds, moles, and eggs. They also commonly eat berries, roots, leaves, grasses, fungi, and nuts. In settled areas, skunks also seek human garbage.

COMBAT[edit]

Defensive Spray (Ex): Skunks can spray of a foul-smelling liquid to defend themselves. If the skunk succeeds on ranged touch attack, the target of the spray must make a DC 20 Fortitude save or be stunned for 2d4 rounds. Even if the target makes his save, he is still stunned for one round. Each round for one minute, everyone in a 15 foot radius must make a DC 10 Fortitude save or be sicken that round. Anyone that fails their Fortitude save by 5 or more also falls prone. Skunks can use this ability once per day. All DCs are constitution based.

Skills: Skunks have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Climb and Intimidate checks. They use their Wisdom modifier for Intimidate checks.

Skunks as Familiars[edit]

A skunk may be selected as a familiar. It grants its master a +3 bonus on Intimidate checks.


SEE WIKIPEDIA ENTRY: Skunk


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