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Dire Skunk
N Medium Animal | |
Init/Senses | +2/Listen +9, Spot +9 |
AC | 21, touch 17, flat-footed 19 (+2 Dex, +7 inherent, +2 natural) |
hp | 45 (4 HD) |
Fort/Ref/Will | +8/+7/+6 |
Speed | 30 ft. (6 squares), burrow 5 ft. (1 square) |
Melee | +14 bite (2d6+2) +12/+12 claws (1d4+2) |
Space/Reach | 5 ft./5 ft. |
Base Atk/Grp | +3/+5 |
Abilities | Str 15, Dex 14, Con 14, Int 2, Wis 14, Cha 6 |
SQ | Scent |
Skills | Survival +9 |
Advancement | — |
Spray (Ex) | The dire skunk is most notable for its horrible anal scent glands, which can release a massive spread of horrible smelling odor. Once per hour as a full round action, the dire skunk can spray a 120 ft. cone of noxious odor. Any creature in the area must make a Fortitude save DC 17 or else become nauseated. At the end of an affected creature's turn, it makes a new Fortitude save to end the effect. Once a creature succeeds, it no longer needs to save against dire skunk odor for one hour.
You'll still stink something fierce after getting sprayed, you'll just be able to hold your stomach. This stink lasts 1 week and gives a -2 penalty to all social interactions (well, with creatures that can smell the stench). |
Savagery (Ex) | Dire skunks are really mean. They also get max HP per HD and a bonuses to HP, attack rolls, and saving throws that I can't be bothered to calculate. |
Strategies and Tactics
Dire skunks have a much more fierce personality than their regular skunk cousins. They are much more likely to hunt for food than just scavenge for it and have been known to attack small children. They still use their spray as a defensive weapon and refrain from using it until they are reduced to half their hitpoints. They will still continue fighting since they are used to most enemies fleeing from them after a spray.
For Player Characters
Druids and Rangers may take a dire skunk as an animal companion with an effective level adjustment of -6.
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