33 lines
1.4 KiB
Markdown
33 lines
1.4 KiB
Markdown
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# Carbuncle
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*Small* *Monstrosity* *chaotic good*
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- **Armor Class:** 12
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- **Hit Points:** 36 (8d6+8)
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- **Speed:** climb 20 ft. walk 40 ft.
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- **Challenge Rating:** 1 (200 XP)
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- **Source:** Creature Codex, page 57
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 8 (-1) | 14 (+2) | 12 (+1) | 11 (+0) | 16 (+3) | 12 (+1) |
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- **Skills:** perception +5, stealth +6
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- **Condition Immunities:** charmed
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- **Senses:** darkvision 60 ft., passive Perception 15
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- **Languages:** Carbuncle, Common
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### Special Abilities
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- **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.
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- **Jungle Camouflage:** The carbuncle has advantage on Dexterity (Stealth) checks made to hide in jungle terrain.
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### Actions
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- **Multiattack:** The carbuncle makes one bite attack and one claw attack.
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- **Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
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- **Claw:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
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- **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.
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