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Carbuncle

Carbuncle
Carbuncle
Small Beast (Magical), Unaligned
Personality TraitSneaky
Armor Class14(natural armor)
Hit Points44(4d6 + 30)
Speed30 ft
STR
8(-1)
DEX
10(+0)
CON
10(+0)
INT
8(-1)
WIS
19(+4)
CHA
20(+5)
Saving ThrowsStr +1, Dex +2, Con +2, Int +1, Wis +6, Cha +7
SkillsDeception +7, Insight +6, Perception +6, Persuasion +7
Damage Resistancesacid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, slashing, thunder
Condition Immunitiesblinded, charmed, stunned, unconscious
SensesDarkvision 60 ft, Truesight 10 ft, passive Perception 16
Languages
Challenge2( 450 XP) Proficiency Bonus+2

Avoidance. If the Carbuncle is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Pacifist. When confronted with battle, the Carbuncle will roll over and feign death. The aggressor must pass a DC 13 Wisdom check to determine if the Carbuncle is, in fact, still alive.

Empathy. A Carbuncle has the ability to detect the intentions of other creatures using its innate empathy. This ability functions as a constantly active detect thoughts spell. Their limited intelligence prevents them from accessing more than surface thoughts.

To Dust It Shall Return. If the Carbuncle is killed, the ruby in its head turns into worthless dust.

Ruby's Glow. Carbuncle and friendly creatures within 10 feet of it gain a +2 bonus to saving throws.

Head Ruby. The shiny ruby set in a Carbuncle's head is actually a part of the animal. It's value can be 500 gp (70%), 1,000 gp (25%), or 5,000 gp (5%). These values are doubled for medium size carbuncles. Carbuncles often communicate the value of their gem to those they meet. The gem regrows once removed at a rate of 100 gp per week, and the value of the gem may be different each time. The gem can only be removed if the carbuncle is willing to give it up. The carbuncle cannot be tricked into giving up the gem. Mind-affecting spells such as charm or dominate will not work on it. Carbuncles can only be coaxed by wizards, or by characters with Charisma score of 15 or higher.
In order to convince a carbuncle to hand over its gem, characters must make successful Persuasion checks of 18 or better to raise the creature's attitude to 'friendly' (it is initially 'indifferent' unless it was attacked, in which case it is 'unfriendly'). Only three attempts may be made per day to coax a carbuncle, after that it no longer listens to pleas. If a carbuncle's attitude ever becomes 'hostile', or if a critical failure is rolled on a Persuasion check, it will attempt to flee. If it is restrained or prevented from fleeing it will try to use its end life ability and die. It will need to pass a DC 10 check to use the end life ability this way.

Telepathy. Carbuncle can communicate telepathically with any creature within 300 feet that has a language.

Magic Resistance. Carbuncle has advantage on saving throws against spells and other magical effects.

Actions

End Life. Carbuncle can will itself to die as a standard action.

Discord. A Carbuncle can sow discord in a creature within 30 feet using its telepathy ability. It can use this ability once per round to affect up to 5 creatures. An affected creature must succeed on a DC 15 Wisdom save or fall into loud bickering and arguing with those around them. Meaningful communication is impossible. The affected creature makes all attack, skill check, and saving throws against the Carbuncle and its allies with disadvantage. If the affected creatures have different alignments, there is a 50% chance that they will attack each other. If the affected player starts to fight another player, they must use the actions on their turn to make a melee weapon attack against their foe. All other actions or bonus actions are lost for that turn. Bickering lasts 5d4 rounds. Fighting begins 2 rounds into the bickering and lasts 2d4 rounds.

Ain't No Party Like a Carbuncle Party. A Carbuncle can use its telepathic ability to recruit, encourage, or compell nearby monsters to attack creatures it can see within 60 feet. The Carbuncle needs to know an approximate location of the monsters and the monster has to have the ability to comprehend the Carbuncle.

Reactions

Fatal Faker. Carbuncle can as a reaction to an attack and before a blow lands, teleport up to 30 feet, leaving behind a perfect replica of itself amid a colored flash of rainbow smoke and light and the gutteral sound of a reptillian croak. When the smoke clears, the attacker will see an exact replica of the Carbuncle in all ways, except that it is obviously dead and the ruby in its head has turned to dust.

Export

A small awkward reptile with bulging eyes and a fist sized ruby jutting out of its head, the carbuncle is a pityful sight. It lives a solitary life and tries to avoid conflict at all costs. Occassionally it does choose to have company, and often initiates contact by approaching a group of adventurers and proudly proclaiming (in their heads) the value of its gem which it knows at all times. 

The carbuncle avoids direct conflict at all costs. If attacked it can teleport away, leaving an exact replica behind as an ultimate feign death. If successfully restrained, the Carbuncle will attempt to take its own life. Carbuncles have no real concept of life and death and no fear of dying. They can cause their own death as a simple act of will. When they die, their gem crumbles to dust.

Although it is shy and a pacifist, it is also mischievous and not above causing a bit of trouble. Once it has joined a group of travelers, it will seek to sow discord in the group with its telepathic abilities. It will then just sit back and enjoy the chaos. It can even telepathically contact monsters nearby and lead them to attack the party so that it can watch, enthralled, before quietly slipping away while everyone is busy fighting and dying. 

A carbuncle can be persuaded to give up its gem. In fact, it is the only way to get the gem. It requires a series of successful Persuasion checks to raise its opinion of the adventurers to friendly. When successfully persuaded, the carbuncle will release the gem. If the Carbuncle becomes hostile or if the Persuasion check critically fails, the Carbuncle will try to flee. If prevented from fleeing the Carbuncle will attempt to end its own life. The gem regrows at a rate of 100 gp per week.