Homebrew

Stankenthropy: Curse of the Wereskunk

On the third day of adopting my dog, he woke me up at 3 AM to let me know he was going to make an urgent and massive mess. (Pro tip: when you get a rescue, ask a lot of detailed questions about their gut health. Like invasively detailed questions. Also have a lot of towels you’re prepared to part with).

Even in the darkness, the whites of his eyes told me it was a dire situation. Either I watch it unfold on the bedroom carpet or I get up and take him outside. A real Sophie’s Choice. While outside, he did his business and on our way to the back door, he spotted a critter in a bush and pounced. A sharp squeal came from the scuffle as an ungodly stench filled the air and invaded my psyche. I choked for air and forgot for a moment my name, my identity, my very being. All I knew was the poisonous stench seeping into my flesh and lungs.

My lovely husband awoke not to the sound, but to the stench of us walking into the back door of our 900 square foot condo and shunned me and the dog back outside. There we waited until 7 AM when the nearest Walmart would open and we could buy gallons upon gallons of anti-skunk shampoo. While the dog and I soaked in the tub for hours, my husband boiled vinegar on the stove and read facts to us from Quara.com about how the longer the skunk’s enzymes go unwashed, the more permanent they become. We have since recovered from that day and my nose has grown keen to the stench of the urban skunk while I walk my dog on a tight leash.

Everyone loves the trope of the werewolf curse but I posit to you that there is no greater curse a beast can lay on a civilized person than the full blast of a skunk’s noxious poison. The curse of the skunk is something I would wish upon my greatest enemies. But on the off chance you have a player that needs a blast of misfortune right to the face, consider throwing the unfortunate encounter of a Giant Skunk at them, branding them with the ultimate curse of Stankenthropy.

Giant Skunk

Medium Beast, Unaligned
Armor Class
13 (Natural armor)
Hit Points
15 (2d8 + 6)
Speed
40 ft.

STR

11 (+0)

DEX

16 (+3)

CON

16 (+3)

INT

4 (-3)

WIS

9 (-1)

CHA

5 (-3)

Skills. Perception +3, Stealth +5

Senses. Darkvision 60 ft., Passive Perception 13

Languages. --

Challenge. 1/4

Proficiency Bonus. +2

Keen Hearing and Smell. The skunk has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Aura of Stench. When within 120 feet of a Giant Skunk, creatures with a sense of smell can identify the exact location of the Giant Skunk if they succeed a DC 14 Perception check. On a failed Perception check, they can still tell whether or not the skunk is within 60 feet of them.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage

Cursed Spray (Recharge 5-6). Ranged Attack: +5 to hit, Reach 15 ft. cone. Hit:  13 (3d6 + 3) poison damage. Creatures hit by Cursed Spray must succeed on a DC 13 Constitution Saving Throw or be blinded until the start of the skunk’s next turn.

If it is a full moon, the skunk can lock eyes with a single unblinded creature hit by the Cursed Spray. That creature becomes cursed with Stankenthropy. See Curse of the Wereskunk for details.

Curse of the Wereskunk

Any humanoid creature can be cursed to a repugnant life of two; a daylife as normal folk, and a nightlife of the Wereskunk. Should a Giant Skunk hold your gaze as it sprays you under the full moon, you become magically poisoned. When poisoned in this way, if you are not cured of the poison before dawn, you become cursed as a Wereskunk, taking on a Stankenthropy form each night.

Fortification. Your Constitution Score increases to 16 if it isn’t already higher. Additionally you become immune to poison damage and the poisoned status at all times.

Stankenthropy Transformation. At the setting of every sun, you role a D4. On a 3 or below, you transform into your Stankenthropy form. If it is a full moon that night, you roll a D4 twice and take the lower roll.

Your Stankenthropy form can range in appearance depending on the skunk that first sprayed you but always includes a big black and white tale, striped fur that coats your body, and a lingering stench. Additionally, while in your Stankenthropy form, you gain the following attributes.

Ungodly Stench. You have disadvantage on Stealth checks against creatures who have any sense of smell. Creatures with a sense of smell can identify your exact location if they succeed a DC 14 perception check. Creatures attempting to move within 10 feet of you must succeed a Constitution saving throw (DC = 8 + Your Constitution Modifier + your Proficiency bonus). On a failed save, they are frightened of you until the end of their turn.

Noxious Blast. As an action you let loose a foul blast in a 15 feet cone behind you. Each creature within the cone sustains poison damage equal to a number of D4 equal to your Proficiency bonus. in poison damage. Additionally creatures must succeed a Constitution saving throw (DC = 8 + your Constitution modifier + your Proficiency bonus) or become blinded until the start of their next turn. Once you use Noxious Blast you cannot use it again until you complete a long rest.

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