Built like a small badger, this creature has black fur with white stripes running from its face to its fluffy tail, which is raised in warning.
Skunk CR 1/4
XP 100
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +1
Offense
Speed 30 ft.
Melee bite +4 (1d3–4), 2 claws +4 (1d2–4)
Ranged spray +4 touch (musk)
Special Attacks musk
Statistics
Str 3, Dex 15, Con 9, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Perception +5
Ecology
Environment temperate forests
Organization solitary, pair, or surfeit (3–5)
Treasure none
Special Abilities
Musk (Ex) Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 11 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.
These small mammals are well known to humanoids and forest creatures alike, with their distinctive black-and-white-striped markings and infamous scent glands. Creatures like big cats or wolves that normally would make a meal of such a small creature give skunks plenty of space, for they have learned well that the combination of black and white on a skunk's back equates to a hideously overpowering stench.
Snarling and ferocious, this horse-sized skunk emits a frightening growl as it smashes through the undergrowth.
Giant Skunk CR 3
XP 800
N Large animal
Init +3; Senses low-light vision, scent; Perception +7
Defense
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
hp 32 (5d8+10)
Fort +5, Ref +7, Will +2
Offense
Speed 30 ft.
Melee bite +5 (1d8+3), 2 claws +5 (1d6+3)
Ranged spray +5 touch (musk)
Space 10 ft.; Reach 5 ft.
Special Attacks musk
Statistics
Str 17, Dex 16, Con 13, Int 2, Wis 12, Cha 9
Base Atk +3; CMB +7; CMD 20
Feats Ability Focus (musk), Power Attack, Toughness
Skills Climb +7, Perception +7, Survival +2
Ecology
Environment temperate forests
Organization solitary or pair
Treasure none
Special Abilities
Musk (Ex) Up to twice per day, a giant skunk can spray a stream of noxious musk at a single target within 30 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 17 Fortitude save or be nauseated for 1d6 rounds and then sickened for 1d6 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.
Much larger than their passive cousins, giant skunks are an aggressive lot. Having a greater bulk to maintain, giant skunks feed on creatures beyond just grubs and insects, often hunting small mammals and reptiles by night in addition to giant versions of insects. While giant skunks are dangerous to nearby settlements, farmers find a positive aspect in their presence, valuing the creatures' taste for giant insects and other more dangerous vermin.