Tiny unknown, Any Good Alignment
Armor Class 12
Hit Points 254 (1d8 + 250)
Speed 25 ft., Carbuncle Floats 3 feet to 15 feet off the ground
STR
1 (-5)
DEX
12 (+1)
CON
12 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws DEX +3, CON +3, WIS +3, CHA +6
Skills Acrobatics +6, Nature +10, Perception +3, Stealth +4
Damage Resistances Cold, Fire, Lightning, Necrotic, Psychic, Radiant, Thunder
Condition Immunities Blinded, Charmed, Grappled, Petrified, Restrained
Senses Truesight 150 feet, Passive Perception 12
Languages Telepathy Only makes adorable sounds or creates simple images -- All Espers can communicate in the Esper Language
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

 Carbuncle

Summon a carbuncle with a prominent ruby gem on its forehead.  must remain 35 feet from summoner or disappear. Size of a raccoon. Requires a magically imbued mirror to summon. Carbuncle’s gem glows in dark areas dimly illuminating a 20 foot cone in red light.

Keen Smell. Carbuncle has advantage on Wisdom (Perception) checks that rely on smell.

Carbuncle Aura: Carbuncle and allies within 5 feet of it are advantaged on dexterity saving throws.

Iron Weakness: Carbuncle is vulnerable to iron weapons and will take an additional 1d4 damage from them

All Espers have the same Spell DC and Spell Save as the summoner that calls them.

HP is Calculated based on the Summoner's Stats

  • 1d8 + (summoner's wisdom modifier) (+1d8 [+summoner's wisdom modifier]/level above 1) 
  • HP on this card is the suggested Trial encounter HP
Actions

Innate Spellcasting: Carbuncle can innately cast the following spells, requiring no material components

  • At will: Etherealness, Detect Good and Evil, Protection from Good and Evil, Guiding Bolt (learned at level 6) Protection from energy (2)
  • 3/day Each: Sanctuary, Shield of Faith, Death Ward
  • 1/day: Hallow, Spirit Guardians (learned at level 8)

Crimson Light: the gem on its forehead shines brightly 30 foot cone in front of carbuncle are dazed or blinded for 1 turn flip a coin to decide. This cannot be avoided and can only be used once every other turn.

Ruby Light: Protect all allies within 30 feet of carbuncle from a selected elemental damage type. At levels 3,5,7,and 12 add an additional damage type for 10 minutes. Once the damage type is used on an ally it no longer has protection from that damage type. Can only be used once per encounter. Instantaneous.

Protect: Select an ally within 30 feet that ally is surrounded by a golden light from Carbuncle's gem and takes half damage from physical attacks for 1 minute this is a concentration spell for Carbuncle. The ally must remain within 60 feet of carbuncle and cannot break line of sight.

Shell: Select an ally within 30 feet, that ally is surrounded by a Pink light from Carbuncle's gem and takes half damage from spells for 1 minute this is a concentration spell for Carbuncle. The ally must remain within 60 feet of carbuncle and cannot break line of sight.

Reactions

Carbuncle Counterspell: Carbuncle can make this reaction 2 times in a row before exhaustion. When a spell below 6th level is cast within 15 feet of Carbuncle, Carbuncle can completely nullify that spell (increase the number of reactions before exhaustion by 1 at levels 5, 10 and 15).

Reflect Magic: Once every 6 turns when carbuncle is successfully targeted by a single target spell below 5th level Carbuncle can redirect that spell the same distance from the caster in any direction.

Lair and Lair Actions

Carbuncle Lair, The Forest of Mana or Carbuncle's Trial location is a peaceful lush green forest an area of 120 foot radius surrounded by waterfalls, Large 12 foot to 20 foot tall Ruby gem-like spires protrude from the ground randomly scattered everywhere.

Each ruby spire has 80-120 hp and is resistant to all damage types

Special conditions in this location:

  • All Elemental damage is nullified at this location (excluding radiant and force damage)
  • Every 2nd round for 1 round all the Ruby Gems explode in a blinding light. All creatures in this location must make a dexterity saving throw against a  DC of 14 or become blinded for 1 round.
  • All Ruby structures will constantly cast protect and shell on carbuncle at this location
  • Carbuncle may cast Spirit Guardians at will at this location
  • Carbuncle may cast 2 Ruby Beams at once (See Moonbeam) at will at this location

Monster Tags: Misc Creature

Habitat: CoastalForestGrasslandMountain

Zerrachiel

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