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Skunk

Tiny beast, unaligned

Armor Class: 10
Hit Points 2 (1d4)
Speed: 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 12 (+1) 10 (0) 2 (-4) 12 (+1) 4 (-3)

Skills: Perception +3
Senses: darkvision 60 ft.
Languages: –
Challenge: 0 (10 XP)

Special Traits

  • Musk: Once per encounter, a threatened skunk can release a stinking musk in a 5-foot cloud. Creatures within range are entitled to a Dexterity save (DC 13) to avoid being struck. An affected creature must succeed at a Constitution save (DC 20) or become poisoned for 1d6 hours and blinded for 1d4 minutes. The odor is so strong that it doubles all chances for wandering monster encounters and imposes disadvantage on Hide checks if attempted while wearing clothing contaminated with the skunk’s musk. The stench is highly potent, and short of magical means of cleaning or certain remedies such as washing thoroughly (soaking for days) in tomato juice, milk or vinegar, all sprayed cloth and material continues to reek for 1d6 months. Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar, milk or tomato juice for a period of 1d3 days to remove the stench. Otherwise, the stench clings to them for at least 1 week, imposing the same penalties as noted.

Actions

  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 point of piercing damage.

About

The stats here describe the common, non-aggressive skunk –a black animal with a white stripe down its back famed for squirting musk at potential predators in hopes of forcing the predator to flee. If this fails, the skunk looks for the quickest possible route of escape. If cornered, a skunk bites its opponents.

Section 15: Copyright Notice

Familiars & Companions, Copyright 2017, Troll Lord Games; Author Casey Christofferson, Justin Bacon, Tommy Ruteledge, Josh Hubbel, Lance Hawvermile, Luke Johnson, Stephen Vogel and Dave Zenz.