Perception +7; darkvision
Languages carbuncle empathy 30 feet
Skills Stealth +3 (+7 in grass or undergrowth), Survival +6
Str –3, Dex +0, Con +3, Int –2, Wis +3, Cha +0
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.
AC 16; Fort +8, Ref +3, Will +6
HP 20
Easy to Influence Any mental spell can affect a carbuncle, regardless of creature type limitations. Against a
spell, a carbuncle always gets an outcome one degree of success worse than it rolled on its saving throw.Fatal Faker (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.
Speed 15 feet
Melee jaws +5 (finesse), Damage 1d6 piercing
Primal Innate Spells DC 18; 3rd
(at will, self only); 1st (at will); Cantrips (1st)Specious Suggestion (enchantment, incapacitation, mental) 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.