Small Fey, Any Alignment
Armor Class 12 Natural Armor
Hit Points 11 (1d10)
Speed 40 ft.
STR
5 (-3)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
14 (+2)
CHA
12 (+1)
Skills Arcana +8, Insight +7, Perception +7
Damage Vulnerabilities Force
Damage Resistances Psychic
Condition Immunities Charmed
Senses Truesight 60 ft., Passive Perception 15
Languages Common, and Languages the Summoner Knows
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Aeon Power Scale (Carbuncle). Your aeon requires Aeon Points to Summon, depending on the amount of AP expended when summoning the chosen aeon in this case Carbuncle will be granted the additional powers and boosts listed below.

AP Expended when Summoned

Carbuncle's Summon Effects

1

Granted 20 Temporary Hit Points

2

Armor Class is increased by 8

3

Granted Immunity to Deafened, Frightened, Paralyzed, Petrified, Poisoned, and Stunned

4

All Attributes are increased by 3

5

Immune to Psychic Damage

6

Granted 30 Additional Temporary Hit Points (Can be stacked)

8

Armor Class is increased by 10 (Can be stacked)

10

All Attributes are increased by 3

12

Granted 50 Additional Temporary Hit Points (Can be stacked)

 

Gem Glow. As a bonus action, the carbuncle can cause its gem in the center of its head to glow or not. While glowing, the gem sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Spellcasting. The Carbuncle is able to be a spellcaster the spells available is depending on the amount of AP expended. Its spellcasting ability is Intelligence (spell save DC 15, +5 to hit with spell attacks). The Carbuncle has following spells prepared:

AP Expended when Summoned

Spell Level Available

Spell Slots

Spells Available

1

Cantrip

At-Will

Mind Sliver, Vicious Mockery

1

1st

6

Disguise Self, Dissonate Whispers, Sleep

2

2nd

5

 

Mind Spike, Phantasmal Force, Tasha's Mind Whip

3

3rd

5

-

4

4th

4

Phantasmal Killer, Raulothim's Psychic Lance

5

5th

4

Synaptic Static 

6

6th

3

Mental Prison 

8

7th

3

- 

10

8th

2

Feeblemind, Maddening Darkness

12

9th

1

Psychic Scream, Weird

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.

Bonus Actions

Dash and Rush. Dash as a bonus action.

Reactions

Gem Counterspell. The 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).

Legendary Actions

Crystal Glare (Overdrive). This is the carbuncle's Overdrive only accessible when aeonic summoner reaches 3rd level. The carbuncle focus their psychic energy then releasing it in a devastating 30-foot-long, 5-foot-wide line of an intense scintillating light from the gem on its forehead. Each creature in that line must make a DC 13 Dexterity saving throw, taking psychic damage on a failed save, or half as much damage on a successful one. The Overdrives power and effects can be increased by the amount of AP expanded when it was initially summoned. 

AP Expended when Summoned

Carbuncle Overdrive Effects

1

10d6 Psychic Damage

2

All creatures in the line will be Blinded if failed on the DC

3

The range is now at 60-foot-long, 10-foot-wide line

4

Each creature in that line must now make a DC 17 Dexterity saving throw

5

10d8 Psychic Damage (Upgraded)

6

All creatures in the line will be Frightened if failed on the DC

8

The range is now at 120-foot-long, 12-foot-wide line

10

Each creature in that line must now make a DC 21 Dexterity saving throw

12

10d10 Psychic Damage (Upgraded)

Mythic Actions

Gem Light. The carbuncle uses their psychic powers to draw from the gemstones in their summoners possession then focus that psychic energy to the gem on their forehead to grant a single target an effect for 1 turn per gemstone of that type in the summoners possession, 60 ft range. The Gemstones and effects will be listed down below. 

Name

Gemstone Needed

Effect

Garnet Light

Garnet

The target is shrouded in a garnet red aura and armor class is doubled

Amethyst Light

Amethyst

The target is shrouded in a amethyst purple aura and fly speed is doubled

Aquamarine Light

Aquamarine

The target is shrouded in a aquamarine blue aura and swim speed is doubled

Diamond Light

Diamond

The target turns invisible

Emerald Light

Emerald

The target is shrouded in an emerald green aura and movement speed is doubled

Pearl Light

Pearl

The target is shrouded in a pearl white aura and gains 1d4 to all checks

Alexandrite Light

Alexandrite

The target is shrouded in a alexandrite violet aura and targets attributes increases by 1d6

Moonstone Light

Moonstone

The target is shrouded in a moonstone white aura and targets hit points regenerates by 4 per turn

Ruby Light

Ruby

The target is surrounded by a ruby red sphere that reflects magic attacks back to the source

Peridot Light

Peridot

The target is surrounded by a peridot lime green sphere that cuts magic attack damage received in half

Sapphire Light

Sapphire

The target is surrounded by a sapphire blue sphere that cuts physical attack damage received in half

Tanzanite Light

Tanzanite

The target is shrouded in a tanzanite blue aura and target is immune to Deafened, Frightened, Paralyzed, Petrified, Poisoned, and Stunned

Obsidian Light

Obsidian

The target is shrouded in a obsidian black aura and triples targets damage output

Painite Light

Painite

The target is shrouded in a painite blood-red aura and is granted invulnerability to all damage and negative status effects

Description

Summoners First Guardian. It is said that the Goddess Ayla created the Aeons by taking the willing souls of the living and infusing their souls into a statues. But the Carbuncle was created differently it is said to be a guardian for the summoners, legends say they are born when a summoner's potential is realized. They are foxlike beings with a red gemstone upon their forehead, very intelligent they are the summoners companion when traveling for their pilgrimage to each of the temples to attune to the statues and obtain an aeon. The Carbuncle cannot truly die its essence will retreat back to their summoner but its physical body will remain and until they are summoned again with a new body. 

Bearers of Precious Gems. The glimmering red gemstone in this creature’s forehead-the carbuncle for which it is named-is more than just a precious stone. Alchemists and other arcanists spend exorbitant amounts on carbuncle hunters to because the gem is rumored to hold the power to amplify magic like light through a magnifying lens. What few wizards understand is that the carbuncle’s garnet only holds magical power if given willingly; a garnet pried from the skull of a slain carbuncle still shines beautifully (and is worth 300 gp in most markets) but is devoid of magic. If a carbuncle willingly removes the gem from its forehead and gives it to another creature, the gem regrows in 1d4 weeks.

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.

Monster Tags: fey

Akinze