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CarbuncleCreature 1


RareNTinyBeast
Source Pathfinder Bestiary 2
Perception +7 (darkvision)
Languages Carbuncle Empathy 30 Feet
Skills Stealth +3, Survival +6
Str -3, Dex +0, Con +3, Int -2, Wis +3, Cha +0

AC 16; Fort +8; Reflex +3; Will +6;
HP 20
Speed 15 feet

Jaws One Action +5 (+0, -5) to hit (finesse) 1d6 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Carbuncle Empathy

The carbuncle can Telepathically send mild feelings and sensations to nearby creatures. It can't use this ability to communicate in language or hinder a target, but it might convey a feeling of dread or the scent of food cooking nearby.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Easy to Influence (mental)

Any mental spell can affect a carbuncle, regardless of creature type limitations. Against a Suggestion spell, a carbuncle always gets an outcome one degree of success worse than it rolled on its saving throw.

Fatal Faker Reaction (arcane, conjuration, teleportation)

Trigger The carbuncle takes damage


Effect The carbuncle feigns death by teleporting away and leaving a replica of its corpse behind, creating a colorful flash of light and a croaking sound. The real carbuncle transports to a clear space within 30 feet that it can see, and a hollow shell remains behind. The fake body appears solid until it is touched, at which point it crumbles to dust.

Specious Suggestion Two Actions (enchantment, incapacitation, mental)

Frequency three times per day


Effect The carbuncle concentrates on a creature it can see and tries to manipulate that creature. The target must attempt a DC 18 will save. The target then becomes temporarily immune for 24 hours.


Critical Success The attempt backfires and bolsters the target's mind instead, granting it a +1 status bonus to Will saving throws for 1 hour.

Success The target briefly experiences an unusual but harmless sensation like an unexpected flavor or scent, an urge to eat something strange, or an amusing half-forgotten memory.

Failure The target is compelled to spend all of its actions on its next turn performing harmless, pointless, and usually embarrassing actions.

Critical Failure As failure, but the compulsion persists for 1 minute. The target can attempt a new save at the end of its turn each round to end the effect.


Primal Innate Spells (DC 18, +8 to hit)

Cantrips (1st Level): Daze
1st Level: Jump (At will)
3rd Level: Levitate (At will) (Self only)


Never have legend and misinformation met upon a more inauspicious brow than that of the lowly carbuncle. At first glance, carbuncles appear to be little more than ungainly reptiles. What sets them apart is their strange magical abilities and the gemstone-like horn protruding from between their goggling eyes. Although rumors suggest various uses for carbuncle horns, ranging from miracle cure-alls to potent magical components, the truth is much more mundane: a carbuncle's horn is merely a highly reflective growth, not unlike a fingernail.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.