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5ead/monsters/md/tome_of_beasts_2/alchemical-skunk.md
2025-06-07 07:58:30 -05:00

2.9 KiB

Alchemical Skunk

Small Monstrosity unaligned

  • Armor Class: 15 (natural armor)
  • Hit Points: 66 (12d6+24)
  • Speed: burrow 10 ft. walk 30 ft.
  • Challenge Rating: 4 (1,100 XP)
  • Source: Tome of Beasts 2, page 13
STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
  • Skills: perception +3, stealth +5
  • Senses: blindsight 10 ft., passive Perception 13
  • Languages:

Special Abilities

  • Keen Hearing and Smell: The alchemical skunk has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Magic Resistance: The alchemical skunk has advantage on saving throws against spells and other magical effects.

Actions

  • Multiattack: The alchemical skunk uses its Alchemical Spray. It then makes three attacks: one with its bite and two with its claws.
  • Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.
  • Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  • Alchemical Spray: 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.
    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.
    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.
    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.
    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.
    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.
    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.