Giant Fetid FamiliarCreature 1
Source Pathfinder Society Intro: Year of Boundless Wonder
Perception +6 (low-light vision, scent (imprecise) 40 feet)
Languages none
Skills Acrobatics +7, Athletics +6, Stealth +7
Str +3, Dex +4, Con +3, Int -4, Wis +1, Cha +0
AC 16; Fort +8; Reflex +9; Will +4;
HP 21
Speed 25 feet
Jaws +8 (+3, -2) to hit 1d6+3 Piercing
Claw +8 (+4, +0) to hit (agile) 1d4+3 Slashing
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Scent (Imprecise) 40 feetScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Evil Blinding Musk (evil, poison)The giant fetid familiar propels potent, acrid musk in a 15-foot cone. Each creature in the line must attempt a DC 16 fortitude save.
Critical Success The target is unaffected.
Success The target is Sickened 1.
Failure The target is Sickened 3.
Critical Failure The target is Blinded for 1 round, becomes Sickened 3, and is Doomed 1 until the musk is removed or neutralized, requiring 10 minutes of thorough scrubbing with soap.
With their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of musk rarely decide to trouble a skunk again, as the revolting stench can linger for hours or even days. Removing the odor is difficult, typically requiring the aid of alchemy or magic.
Giant skunks thrive in places where their larger size and more potent musk allow them to fend off predators their smaller cousins can't. With larger bodies come more powerful appetites, and giant skunks tend to be aggressive and territorial.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.