Alchemical Skunk

Small Monstrosity, unaligned (CR 4)

Armor Class 15 natural armor

Hit Points 66 (12d6+24)🎲

Speed 30 ft., burrow 10 ft.


STR

13 (+1)

DEX

17 (+3)

CON

14 (+2)

INT

2 (-4)

WIS

12 (+1)

CHR

7 (-2)


Skills perception 3, stealth 5

Senses blindsight 10 ft., passive Perception 13

Languages

Challenge Rating 4

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.


sizeSmall

typeMonstrosity

group

alignmentunaligned

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception3

damage_vulnerabilities

damage_resistances

damage_immunities

condition_immunities

cr4

reactions

legendary_desc

legendary_actions

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

spell_list

page_no13

document__license_urlhttp://open5e.com/legal

document__slugtob2

document__titleTome of Beasts 2

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

Find the complete stats on: Open5e

Tome of Beasts 2, page no. 13
Other formats: JSON

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