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.
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.
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.
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