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Skunk

Creature -1 — animal

Pre-Remaster content. May include legacy alignment.

SnareFlankerLANDanimal

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, typic

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +5; low-light-vision, scent (imprecise) 40 feet
Skills acrobatics +5, athletics +2, stealth +5
Str
+0
Dex
+3
Con
+2
Int
-4
Wis
+1
Cha
+0
AC 15 Fort +4 Ref +7 Will +3
HP 7
Speed 20 feet

Offense

Melee Jaws (agile, finesse, unarmed) +7, Damage 1d8 piercing

Abilities

Spray 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.

WORKS WELL WITH

AnvilLANDAnvil holds enemies at a fixed frontline, creating lined-up targets for the skunk's area spray.
CrasherLANDCrasher disrupts enemy positioning, forcing foes into the skunk's line of spray.
WeaverLANDWeaver clusters enemies through forced movement, making the line spray more effective.

PUNISHES

✖ clumping✖ low Fortitude
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Bestiary 3.

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