Keen Smell. The skunk has advantage on Perception checks that rely on smell.
Maneuvers. The skunk uses maneuvers (maneuver save DC 9). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: scurry
Musk (Recharges after a Short or Long Rest). A creature within 2 meters of the skunk must make a DC 10 Fortitude saving throw. On a failed save, the creature spends its actions retching and reeling for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw.