Size:
Tiny
Type:
Magical Beast
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 2 + 1d3
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: skirmisher
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Action
Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Action
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.
Action
Multiattack
The carbuncle makes one bite attack and one claw attack.
Special
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 an additional 10 feet.
Special
Jungle Camouflage
The carbuncle has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
bite
1 (1d3 -2)
Special (Ex)
Vulnerability to Suggestion

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Empath|Fatal Faker|Specious|Suggestion
Carbuncles possess a crude form of telepathy, allowing them to transmit mild impressions and remembered sensations to other creatures. This form of telepathy cannot convey language or hinder a target in any way (such as by transmitting pain). Thus, a carbuncle can relate a feeling of fear or the faint smell of leaves, but cannot directly warn an ally of a monster or tell of a treasure under a dirt mound.
Special
|Empath|Fatal Faker|Specious|Suggestion
As a standard action three times per day, a carbuncle can teleport as per the spell dimension door, but only within a range of 30 feet. Upon teleporting, the carbuncle leaves behind a perfect replica of itself amid a colored flash and the sound of a reptilian choke. This replica duplicates the carbuncle in all ways, though it is obviously dead and the colorless stone in its head is reduced to worthless dust.
Special
|Empath|Fatal Faker|Specious|Suggestion
As a standard action three times per day, a carbuncle can concentrate intently on one creature within its line of sight and attempt to impose its will upon the target. A Spell save is enough to resist this compulsion. If the target fails to resist, roll 1d6. On a result of 1-2, the target gains a flash of insight and attacks against it suffer -4 penalties for 1 minute. On a result of 3-4, the victim is affected as if by suggestion for 1 minute, and must follow a single (usually embarrassing, always harmless) suggestion from the carbuncle. On a result of 5-6, the victim's thoughts are garbled with those of the carbuncle, imposing a -4 penalty on the victim's saving throws for 1 minute. This is a mind-affecting effect.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Iron Will
Action
Melee 1
bite +1 (1d3-3)
Special
3/day
daze (DC 10), jump, levitate (self only, up to 10 feet)
Special
Empath (Su)
Carbuncles possess a crude form of telepathy, allowing them to transmit mild impressions and remembered sensations to other creatures. This form of telepathy cannot convey language or hinder a target in any way (such as by transmitting pain). Thus, a carbuncle can relate a feeling of fear or the faint smell of leaves, but cannot directly warn an ally of a monster or tell of a treasure under a dirt mound.
Special
Fatal Faker (Su)
As a standard action three times per day, a carbuncle can teleport as per the spell dimension door, but only within a range of 30 feet. Upon teleporting, the carbuncle leaves behind a perfect replica of itself amid a colored flash and the sound of a reptilian choke. This replica duplicates the carbuncle in all ways, though it is obviously dead and the colorless stone in its head is reduced to worthless dust.
Special
Specious Suggestion (Su)
As a standard action three times per day, a carbuncle can concentrate intently on one creature within its line of sight and attempt to impose its will upon the target. A DC 11 Will save is enough to resist this compulsion. If the target fails to resist, roll 1d6. On a result of 1-2, the target gains a flash of insight and a +2 insight bonus to its Armor Class for 1 minute. On a result of 3-4, the victim is affected as if by suggestion for 1 minute, and must follow a single (usually embarrassing, always harmless) suggestion from the carbuncle. On a result of 5-6, the victim's thoughts are garbled with those of the carbuncle, imposing a -2 penalty to the victim's Will saving throws for 1 minute. This is a mind-affecting effect. The save DC is Charisma-based.
Special
Vulnerability to Suggestion (Ex)
Any mind-affecting spell can affect a carbuncle regardless of creature type limitations. A spell like charm person, for example, which typically only affects humanoid creatures, can also affect carbuncles.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Carbuncle Empathy
The carbuncle can telepathically send mild feelings and sensations to nearby creatures. It can't use this ability to communicate in language or hinder a target, but it might convey a feeling of dread or the scent of food cooking nearby.
Ability
Easy to Influence
Any mental spell can affect a carbuncle, regardless of creature type limitations. Against a suggestion spell, a carbuncle always gets an outcome one degree of success worse than it rolled on its saving throw.
Ability
Fatal Faker [Reaction]
Circumstance: Trigger: The carbuncle takes damage;
(arcane, conjuration, teleportation) Trigger: The carbuncle takes damage; Effect The carbuncle feigns death by teleporting away and leaving a replica of its corpse behind, creating a colorful flash of light and a croaking sound. The real carbuncle transports to a clear space within 30 feet that it can see, and a hollow shell remains behind. The fake body appears solid until it is touched, at which point it crumbles to dust.
Ability
Primal Innate Spells
DC 18; 3rd levitate (at will; self only); 1st jump (at will); Cantrips (1st) daze
Ability
Specious Suggestion
Frequency: three times per day
Effect The carbuncle concentrates on a creature it can see and tries to manipulate that creature. The target must attempt a DC 18 Will save. The target then becomes temporarily immune for 24 hours. Critical Success The attempt backfires and bolsters the target's mind instead, granting it a +1 status bonus to Will saving throws for 1 hour. Success The target briefly experiences an unusual but harmless sensation like an unexpected flavor or scent, an urge to eat something strange, or an amusing half-forgotten memory. Failure The target is compelled to spend all of its actions on its next turn performing harmless, pointless, and usually embarrassing actions. Critical Failure As failure, but the compulsion persists for 1 minute. The target can attempt a new save at the end of its turn each round to end the effect.
Offense
Melee
Circumstance: combat round (melee)
jaws +5 [+0/-5] (finesse), Damage 1d6 piercing
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Language
carbuncle empathy 30 feet
Perception
darkvision
The carbuncle is a jungle-dwelling beast highly sought after by alchemists for the shining jewel embedded in its forehead.
The carbuncle's body is not unlike an ocelot mixed with a bird of paradise; a lithe, four-legged quadruped with vibrant purple-and-crimson plumage instead of fur. Despite their bestial appearance, carbuncles possess great cunning and build villages of their own in caves deep in the jungle.
Bearers of Precious Gems. The glimmering garnet 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 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.
Capricious Tricksters. Carbuncles are well aware of how much their precious gem is valued by humans and their ilk and rightly fear humanoids for their cruelty and greed. However, particularly courageous carbuncles fight back against the hunters. They are not large or powerful creatures and instead use their cunning mind to trick hunters into following them into pits of quicksand, the lairs of deadlier creatures, or into piranha infested waters.
Carbuncle's Garnet
Wondrous item, uncommon
This gem has 3 charges. When you cast a spell that deals damage or requires you to roll dice as part of the effect (such as sleep), you can expend 1 charge as part of the action to cast the spell to roll one extra die of that type and add it to the total result. Once all 3 charges are expended, this gem becomes a nonmagical garnet worth 300 gp.
5e SRD