Friday, February 26, 2016

Pathfinder Bestiary: Wereskunk

Skinnet (Legends of Chima: Skunk Attack)
and skunk (Minifigures Series 15)

In yesterday's column, I jokingly suggested the existence of wereskunks. However, Pathfinder makes the lycanthrope template (Bestiary 196) far easier to apply than in D&D v.3.5 and earlier editions, so I decided to work up a stat block for one. The base creature below is a gnome alchemist of a level sufficient to make stink bombs; the base animal is a skunk (Bestiary 3 247).

Wereskunk

This small humanoid is covered in black fur, with white stripes on its head, back, and bushy tail. It bares its teeth and raises its tail menacingly.


WERESKUNK (GNOME FORM) (CR 4)
XP 1,200
Gnome natural wereskunk alchemist 4
CN Small humanoid (gnome, shapechanger)
Init +2; Senses low-light vision, scent; Perception +9
Defense
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 29 (4d8+8)
Fort +6, Ref +6, Will +1; +2 vs. illusions and poison
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed 20 ft.
Melee masterwork sickle +5 (1d4)
Ranged light crossbow +6 (1d6/19-20) or bomb +7 touch (2d6+3 fire)
Special Attacks +1 attack vs. goblinoids and reptilian humanoids, bombs (9/day, DC 15), discoveries (smoke bomb, stink bomb)
Spell-Like Abilities (CL 4th; concentration +5)
1/day--dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Alchemist Extracts Prepared (CL 4th; concentration +7)
2nd--vomit swarm, 1 open slot
1st--bomber's eye (2), crafter's fortune, negate aroma
Statistics
Str 11, Dex 14, Con 15, Int 16, Wis 10, Cha 12
Base Atk +3; CMB +2; CMD 14
Feats Brew Potion[B], Extra Bombs, Point Blank Shot, Throw Anything[B]
Skills Craft (alchemy) +12 (+16 to make alchemical items), Knowledge (arcana, nature) +10, Perception +9, Spellcraft +10, Survival +7, Use Magic Device +8; Racial Modifiers +2 one Craft or Profession skill, +2 Perception
Languages Common, Draconic, Gnome, Goblin, Sylvan
SQ alchemy, change shape (gnome, hybrid, skunk; polymorph), lycanthropic empathy (skunks), mutagen, poison use, swift alchemy
Ecology
Environment temperate forest and urban
Organization solitary, pair, or surfeit (3-5)
Treasure NPC gear (masterwork studded leather, masterwork sickle, light crossbow with 20 bolts, formula book [contains prepared extracts and 3 other 1st-level formulae], other treasure


WERESKUNK (HYBRID FORM) (CR 4)
CN Small humanoid (gnome, shapechanger)
Init +2; Senses low-light vision, scent; Perception +9
Defense
AC 18, touch 13, flat-footed 16 (+3 armor, +2 Dex, +2 natural, +1 size)
hp 32 (4d8+12)
Fort +7, Ref +6, Will +1; +2 vs. illusions and poison
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 10/silver
Offense
Speed 20 ft.
Melee masterwork sickle +6 (1d4+1), bite +0 (1d3 plus curse of lycanthropy; DC 15); or bite +5 (1d3+1 plus curse of lycanthropy; DC 15), 2 claws +5 (1d2)
Ranged light crossbow +6 (1d6/19-20) or bomb +7 touch (2d6+3 fire) or spray +6 touch (musk)
Special Attacks +1 attack vs. goblinoids and reptilian humanoids, bombs (9/day, DC 15), discoveries (smoke bomb, stink bomb), musk
Spell-Like Abilities (CL 4th; concentration +5)
1/day--dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Alchemist Extracts Prepared (CL 4th; concentration +7)
2nd--vomit swarm, 1 open slot
1st--bomber's eye (2), crafter's fortune, negate aroma
Statistics
Str 13, Dex 14, Con 17, Int 16, Wis 10, Cha 12
Base Atk +3; CMB +3; CMD 15
Feats Brew Potion[B], Extra Bombs, Point Blank Shot, Throw Anything[B]
Skills Craft (alchemy) +12 (+16 to make alchemical items), Knowledge (arcana, nature) +10, Perception +9, Spellcraft +10, Survival +7, Use Magic Device +8; Racial Modifiers +2 one Craft or Profession skill, +2 Perception
Languages Common, Draconic, Gnome, Goblin, Sylvan
SQ alchemy, change shape (gnome, hybrid, skunk; polymorph), lycanthropic empathy (skunks), mutagen, poison use, swift alchemy
Special Abilities
Musk (Ex) Up to twice per day, a wereskunk in hybrid or animal form can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 17 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.


WERESKUNK (SKUNK FORM) (CR 4)
CN Tiny humanoid (gnome, shapechanger)
Init +2; Senses low-light vision, scent; Perception +9
Defense
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 32 (4d8+12)
Fort +7, Ref +6, Will +1; +2 vs. illusions and poison
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 10/silver
Offense
Speed 30 ft.
Melee bite +6 (1d3+1 plus curse of lycanthropy; DC 15), 2 claws +6 (1d2)
Ranged spray +6 touch (musk)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks +1 attack vs. goblinoids and reptilian humanoids, musk
Spell-Like Abilities (CL 4th; concentration +5)
1/day--dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Statistics
Str 13, Dex 14, Con 17, Int 16, Wis 10, Cha 12
Base Atk +3; CMB +2; CMD 14 (18 vs. trip)
Feats Brew Potion[B], Extra Bombs, Point Blank Shot, Throw Anything[B]
Skills Craft (alchemy) +12 (+16 to make alchemical items), Knowledge (arcana, nature) +10, Perception +9, Spellcraft +10, Survival +7, Use Magic Device +8; Racial Modifiers +2 one Craft or Profession skill, +2 Perception
Languages Common, Draconic, Gnome, Goblin, Sylvan
SQ alchemy, change shape (gnome, hybrid, skunk; polymorph), lycanthropic empathy (skunks), mutagen, poison use, swift alchemy
Special Abilities
Musk (Ex) Up to twice per day, a wereskunk in hybrid or animal form can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 17 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.

1 comment:

  1. If you are interested in how such a creature would fare in assaulting a fortress, I have been playing a computer game that follows some of the basic principles of table top RPGs.

    I've exported the combat logs for a Wereskink (not quite the same, but close): https://wereskink.blogspot.com/2020/09/a-wereskink-visits-dwarves.html

    ReplyDelete