Small Monstrosity, Chaotic Good
Armor Class 12
Hit Points 36 (8d8 + 8)
Speed
STR
8 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
16 (+3)
CHA
12 (+1)
Condition Immunities Charmed
Senses Passive Perception 15
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Gem Illumination. As a bonus action the carbuncle can cause its garnet to glow or not. While glowing, the garnet sheds bright light in a 10-foot radius and dim light for additional 10 feet.

Jungle Camouflage. The carbuncle has advantage on Dexterity (Stealth) checks made to hid in jungle terrain. 

Actions

Multiattack. The carbuncle makes one bite attack and one claw attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit:  6 (1d8+2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) slashing damage.

Light Beam (Recharge 5-6). The carbuncle shoots a 30-foot-long, 5-foot-wide line of scintillating light from the garnet on its forehead. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. 

Legendary Actions

 

 

Description

Page 57 Creature Codex 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

ThePerson123

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