Skunk (3.5e Creature)
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|Hit Dice:||½d8 (2 hp)|
|Speed:||20 ft. (4 squares), Burrow 5 ft. (1 square)|
|Armor Class:||14 (+2 size, +2 Dex), touch 14, flat-footed 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|
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.
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.
 Skunks as Familiars
A skunk may be selected as a familiar. It grants its master a +3 bonus on Intimidate checks.
SEE WIKIPEDIA ENTRY: Skunk