*medium animal* *** ### Attributes **Armor Class** 11 (natural armor) **Damage Reduction** 2 **Hit Points** 15 (2d8+6) **Speed** 9 m., burrow 1.5 m. STR |DEX| CON| INT| WIS| CHA -|-|-|-|-|- 16 (+3)| 12 (+1)| 16 (+3)| 2 (-4)| 13 (+1)| 5 (-3) **Skills** Perception +3 **Senses** Acute Olfaction, Darkvision, Passive Perception 13 **Challenge** 1/4 (50 XP) *** ### Features **Keen Smell.** The dire-skunk has advantage on Wisdom (Perception) checks that rely on smell. **Rampage.** When the dire-skunk reduces a target to 0 hit points with a melee attack on its turn, the dire-skunk can take a bonus action to move up to half its speed and make a bite attack. *** ### Actions ***Bite.*** *Melee Weapon Attack*: +5 to hit, reach 1.5 m., one target. Hit: 8 (1d10+3) piercing damage. **Spray (1/encounter).** The Dire-Skunk can spray a 6-meter cone in front of them, and each creature that is in the area of effect must make a DC 13 Con save against poison. On a failed save, the creature spends its action that turn retching and reeling, and must repeat the save on each of their turns until they succeed. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. Additionally, even if the target succeeds on the saving throw, they are covered in the obnoxious odor, and any attempts made to track them or spot them via smell are made with advantage, and they suffer disadvantage on any Charisma ability checks where the stink is a factor. Two hours of dedicated scrubbing and cleaning with soap and water is required to remove the stink. *** ### Description **Dire-Skunks** are the results of crossing skunks, wolverines, and plenty of myostatin and growth hormone gene tweaks. They are wolf sized predators that can douse you with noxious spray, and are prized as home defense pets