Armor Class
10
Hit Points
14
(2d8 + 4)
Speed
30 ft., burrow 10 ft.
STR
12
(+1)
DEX
10
(+0)
CON
16
(+3)
INT
2
(-4)
WIS
12
(+1)
CHA
5
(-3)
Saving Throws
CON +5
Senses
Darkvision 30 ft., Passive Perception 11
Languages
--
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Keen Smell. The skunk has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The skunk makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Spray. The skunk sprays its enemy with a foul smelling poison. The target must make a Constitution saving throw (DC 13) or be poisoned for one turn. If the creature cannot smell it automatically succeeds. If it has keen smell, it rolls with disadvantage. Giant Skunks are immune to their own and other giant skunks' Spray ability.