Encounters: Goblin Marches - Hills (Day)
Skunk (CR 1/4)
Tiny Animal
Alignment: Always neutral
Initiative: +1 (Dex); Senses: scent, Listen +5, and Spot +4.
AC: 14 (+2 size, +2 Dex), touch 12, flat-footed 12
Hit Dice: 1/2d8 (2 hp)
Fort +2, Ref +4, Will +1
Speed: 30 ft.
Space: 2 1/2 ft./0 ft.
Base Attack +2; Grapple -6
Attack: Bite +2 melee
Full Attack: Bite +2 melee
Damage: Bite 1d3-1
Special Attacks: musk
Abilities: Str 8, Dex 12, Con 11, Int 2, Wis 12, Cha 5
Special Qualities:
Feats: -
Skills: Climb +4, Hide +10, Listen +5, Move Silently +7, and Spot +4.
Advancement: -
Climate/Terrain: Any
Organization:
Treasure: None
Source: Dragon #280
The skunk is renowned for its primary means of defense: spraying a foul-smelling musk at its enemies. This musk requires the skunk to make a successful ranged touch attack at a target within 10 feet. Success means the target must make a Fortitude save (DC 14) or be nauseated for 1d4 rounds. A skunk familiar's master is immune to the musk attacks of all skunks. Only one target can be affected by the musk, and it can only be used once per day. Skunks are omnivorous and particularly enjoy eating insects.