Tiny Celestial, Any Good Alignment
Armor Class 16 Natural Armor
Hit Points 40 (8d8)
Speed 30 ft., Climb 20 ft. Rocky terrain only.
STR
4 (-3)
DEX
14 (+2)
CON
10 (+0)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +2, WIS +4
Skills Deception +6, Insight +7, Stealth +5
Damage Resistances Radiant
Senses Passive Perception 12
Languages Common (Cannot speak) Empathy (Can sense and convey emotions telepathically) 30ft.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Mind Scramble. A Carbuncle is a natural empath, but perhaps their most iconic ability is to suddenly link their mind with that of another creature for a split second, causing a sudden and unexpected loss of muscle coordination. As an action, the Carbuncle may make a ranged attack with +5 to hit against a creature within 90ft. Affected creatures are knocked Prone.

Instinctive Reflex. A Carbuncle is capable of lending assistance to creatures it favors, using their natural empathy to bolster the target's instincts and grant them a small boost to their defensive abilities. As an action, a Carbuncle can give a creature within 30ft a +2 bonus to Armor Class for one round.

Innate Spellcasting. The Carbuncle is a 5th-level innate spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +5 to hit with spell attacks). It can use the following spells:
(at will): Dancing Lights, Friends, Minor Illusion, Sacred Flame
(3/day): Chromatic Orb

Actions

Multiattack. The Carbuncle makes two Bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) Piercing damage.

Reactions

Dead Ringer. Once per short rest, the Carbuncle can pretend to die after taking damage, teleporting up to 30ft away and leaving behind an Illusory fake. The attacking creature or any who interact with the illusion may make a DC 16 Insight check to notice the deception.

Description

The Carbuncle is a natural empath, and a creature far more concerned with causing trouble than causing outright harm. Nimble and intelligent, they reside in rocky areas where they can easily hide from predators while also getting a good view of small prey animals to eat.

Carbuncles avoid outright conflict if possible, preferring to hide or discourage opponents using its crude telepathic abilities. Carbuncles are infamous among adventurers for their ability to feign death using a complex illusion, and are known to steal small magical items from people who enter their territory intending to do harm to the inhabitants. If forced into combat, Carbuncles often attempt to draw another creature into the conflict, using illusions and mental trickery to coax it into fighting on the Carbuncle's behalf. If attacked alone, Carbuncles usually focus on escaping as quickly as possible.

The most impressive feature of a Carbuncle is its gemstone, set within its forehead, which changes colors along with its mood. It becomes blue when happy, green when saddened, red when angered, yellow when stressed, and black when afraid. The gemstone is not a true gemstone, but rather a growth from the Carbuncle's skull which it uses to focus its innate magical skills. Rumors claim that these gemstones can be used to make powerful magical focii, though this is likely a myth. Regardless, enough believe it that Carbuncles have developed an instinctive urge to avoid or inconvenience those whose minds are greedy and ambitious.

Concept from the Pathfinder carbuncle. Art by Yuikamion the Roll20 Marketplace.

Habitat: GrasslandHillMountain

113420

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