As promised on Monday, we created the 5e version of the Skunkdrill, this mad combination of a skunk and mandrill is a perfect addition to any D&D 5e game. Need to make the rogue run for the hills? This monster will make them not taking their sneaking abilities for granted.
If you enjoyed this blog post and others like it, be sure to back our Patreon. Picking up artwork for projects like this costs money and we ask that you help support us for only $3 a month. Your backing can help us to keep making blog posts like this for your enjoyment. So back our Patreon today. If you want our D&D 5e creations in PDF or print form, download our books from DriveThruRPG or the Open Gaming Store.
Medium monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., climb 30 ft.
STR 17 (+3) DEX 16 (+3) CON 15 (+2)
INT 3 (–4) WIS 14 (+2) CHA 7 (–2)
Skills Perception +4
Senses darkvision 60 ft., passive Perception 14
Challenge 3 (700 XP)
Multiattack. The skunkdrill makes two claw attacks.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Skunkdrill Stink (Recharge 5–6). A skunkdrill can spray a terrible odor from its rear. All those within a 15-foot cone must succeed a DC 13 Dexterity saving throw or be coated with stink. Those coated with the stink suffer a –5 penalty to all Charisma (Persuasion) and Dexterity (Stealth) checks. All scent-based Wisdom (Perception) checks to find those coated with this stink have advantage. 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.