Image © Carli Ihde, accessed at her deviantArt page here

Taken from the Creature Codex

This misshapen little quadruped is as ugly as it is pathetic. Its wrinkled skin seems to fit poorly over its frame, bunching in some places and sagging in others. Warts and skin tags of all sizes cover the thing’s entire body, from its wide head to its stubby little tail. It looks at you with wet eyes and begins to sob uncontrollably.

Deep in the hemlock woods, loggers and travelers might hear the out-of-place sound of sobbing as they go about their business. Those who know a thing or two about the woods will tell that that is the sound of a squonk, crying about its hideous appearance and ill-fitting skin. The truly knowledgeable know that the squonk cries not for itself, but for the world. Blessed or cursed by a god of prophecy, all squonks from the moment they are born are forever assaulted with visions of the deaths and misfortunes of thousands of creatures. This overwhelming sadness leaves squonks dejected and miserable, and they spend most of their time trying to avoid contact with other beings, not wishing to be confronted with myriad conflicting images of suffering. If a squonk can be found and convinced to converse, it will generally prove to be friendly, albeit depressing company. If a squonk concentrates, it can receive a more concrete vision of the future, but such divinations tend towards the most pessimistic answers possible. Squonks will accept payment in exchange for using this power—after all, inanimate objects tend to have less tragic futures and thus make better company.

Squonks are able to use despair as a weapon, defending themselves by sharing a tiny fraction of their visions with their assailants. Their ability to see their own forthcoming pain gives them a modicum of defense, allowing them to react to injuries before they occur. Wicked men of all races seek to capture and enslave squonks, either as zoological curiosities or to try to exploit their prophetic powers. A squonk can allow its body to dissolve into liquid, however, making them very difficult prisoners. In addition, the other intelligent denizens of the hemlock woods tend to view squonks with pity and affection, and a would-be squonk hunter may find his expedition meeting with violent resistance.

Squonk                  CR 4
XP 1,200

N Small magical beast
Init +1; Senses darkvision 60 ft., low-light vision, Perception +10
sobs (20 ft., Will DC 14)
18, touch 15, flat-footed 17(+1 size, +1 Dex, +3 natural, +3 insight)
hp 34 (4d10+16)
+8, Ref +5, Will +6
5/slashing or bludgeoning
30 ft.
bite +6 (1d6+1)
Spell-like Abilities CL 6th, concentration +8 (+12 casting defensively)
At willdoom (DC 13)
1/daybestow curse (DC 15), divination, scare (DC 14), speak with dead (DC 15)
13, Dex 13, Con 18, Int 17, Wis 16, Cha 14
Base Attack +4; CMB +4; CMD 18
Combat Casting, Iron Will
Diplomacy +6, Knowledge (nature) +7, Perception +10, Sense Motive +7, Survival +7
Common, Elven, Gnome, Sylvan
fluid form,insightful visions
temperate forests
Special Abilities
Aura of Sobs (Su) 
all living creatures within 20 feet of a squonk must succeed a DC 14 Will save or be overcome by supernatural sadness, taking a -2 penalty on all attack rolls, damage rolls, saving throws, skill checks and ability checks. This penalty lasts as long as the creature remains within the aura of sobs, as well as for 1 minute thereafter. A successful saving throw against a squonk’s aura of sobs does not grant immunity to further exposure. This is a mind-influencing curse effect. The save DC is Charisma-based.
Fluid Form (Su) 
as a full-round action that does not provoke attacks of opportunity, a squonk may dissolve into a puddle of bubbles and tears. This acts as the spell gaseous form, except that the squonk retains its land speed and gains a Swim speed of 10 feet instead of a fly speed. A squonk can remain in fluid form indefinitely, and changes in form cannot be dispelled.
Insightful Visions (Su) 
a squonk adds its Wisdom modifier as an insight bonus to Armor Class and to Combat Maneuver Defense. It gains this bonus even when flat-footed; only a helpless squonk loses its insight bonus.

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