PF 1e: Skunkdrill
When it comes to a new piece of new monster artwork, particularly one that is not in the core monster books for any games, it is funny just how much of a kid in a candy store I turn into. Take this image by Dean Spencer as an example. It was released Friday and I grabbed it that within an hour of seeing it. Later that night I made the Pathfinder and D&D 5e version of this monster. The 5e version will be available on the blog Wednesday.
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Skunkdrill CR 4
CE Medium magical beast
Init +6; Senses darkvision 60 ft., scent ; Perception +10
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +3
Speed 30 ft., climb 30 ft.
Melee 2 claws +9 (1d4+4)
Special Attacks stink spray (Reflex DC 14 negates, usable once every 1d4 rounds)
Str 19, Dex 15, Con 16, Int 2, Wis 14, Cha 8
Base Atk +5; CMB +9; CMD 22
Feats Dodge, Improved Initiative, Skill Focus (Perception)
Skills Climb +12, Perception +10, Stealth +8
Environment temperate or warm forests
Organization solitary, pair, surfeit (3–8), horde (15–25)
Stink Spray (Ex) A skunkdrill can spray a terrible odor from its rear. All those within a 15-foot cone must succeed a DC 14 Reflex saving throw or be coated with stink. Those coated with the stink suffer a –5 penalty to all Diplomacy and Stealth checks. Nothing removes this stink except time and various magical or alchemical items. Left untreated, the penalty reduces by 1 per day. Using magical or alchemical items such as tomato juice or simply bathing with soap and water for an hour will also reduce this penalty by 1; these reductions can only reduce this penalty by 1 every day. When the penalty reaches 0, the stink is gone. Non-magical armor made from padding, leather, or hide as well as clothing permanently retains this stink; magical clothing and armor are immune to this effect. The save DC is Constitution-based.