SkunkCreature -1
Perception +5 (low light vision, scent (imprecise) 40 feet)
Languages none
Skills Acrobatics +5, Athletics +2, Stealth +5
Str +0, Dex +3, Con +2, Int -4, Wis +1, Cha +0
AC 15; Fort +4; Reflex +7; Will +3;
HP 7
Speed 20 feet
Jaws
+7 (+3, -1) to hit (agile, finesse, unarmed) 1d8 PiercingSpray Musk
(poison)The skunk propels a stream of acrid musk in a 10-foot line. Each creature in the line must attempt a DC 16 fortitude save.
Critical Success The target is unaffected.
Success The target is Sickened 1.
Failure The target is Sickened 2.
Critical Failure The target is Sickened 2 and takes a -2 penalty to Stealth checks from the horrific odor for 24 hours or until the musk is removed or neutralized, requiring 10 minutes of thorough scrubbing with soap.
Effect: Musk
These omnivores are most active at twilight, feeding on everything from berries to grubs and insects. Some farmers even encourage the animals to live near their farms to keep destructive pest populations low.
With their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of musk rarely decide to trouble a skunk again, as the revolting stench can linger for hours or even days. Removing the odor is difficult, typically requiring the aid of alchemy or magic.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.