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<title>Alchemical Skunk</title>
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<h1>Alchemical Skunk</h1>
<p><em>Small</em> <em>Monstrosity</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 66 (12d6+24)</li>
<li><strong>Speed:</strong> burrow 10 ft. walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 4 (1,100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 13</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>13 (+1)</td>
<td>17 (+3)</td>
<td>14 (+2)</td>
<td>2 (-4)</td>
<td>12 (+1)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +3, stealth +5</li>
<li><strong>Senses:</strong> blindsight 10 ft., passive Perception 13</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Keen Hearing and Smell:</strong> The alchemical skunk has advantage on Wisdom (Perception) checks that rely on hearing or smell.</li>
<li><strong>Magic Resistance:</strong> The alchemical skunk has advantage on saving throws against spells and other magical effects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The alchemical skunk uses its Alchemical Spray. It then makes three attacks: one with its bite and two with its claws.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.</li>
<li><strong>Claws:</strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.</li>
<li><strong>Alchemical Spray:</strong> The alchemical skunk raises its tail and sprays an alchemical mixture. The skunk is immune to its own spray effects and to the spray effects of other alchemical skunks. Roll a d6 to determine the skunk's spray.<br>1. Pleasant Mist. The skunk produces a rosy mist. Each creature within 10 feet of the skunk must succeed on a DC 13 Charisma saving throw or be charmed until the end of its next turn.<br>2. Shrinking Cloud. The skunk releases a yellow gas. Each creature in a 15-foot cone must succeed on a DC 13 Constitution saving throw or be reduced as if targeted by the enlarge/reduce spell for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br>3. Laughing Gas. The skunk emits a sparkling orange cloud. Each creature in a 15-foot cone must succeed on a DC 13 Wisdom saving throw or become incapacitated as it laughs for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<br>4. Blinding Spray. The skunk shoots a stream of a green fluid. Each creature in a line that is 30 feet long and 5 feet wide must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute, or until the creature uses an action to wipe its eyes.<br>5. Sleeping Fog. The skunk sprays a sweet-smelling blue fog. Each creature within 10 feet of the skunk must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.<br>6. Poison Fog. The skunk excretes a foul-smelling purple fog around itself until the start of its next turn. Each creature that starts its turn within 20 feet of the skunk must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn.</li>
</ul>
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