# Carbuncle *Small* *Monstrosity* *chaotic good* - **Armor Class:** 12 - **Hit Points:** 36 (8d6+8) - **Speed:** climb 20 ft. walk 40 ft. - **Challenge Rating:** 1 (200 XP) - **Source:** Creature Codex, page 57 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 8 (-1) | 14 (+2) | 12 (+1) | 11 (+0) | 16 (+3) | 12 (+1) | - **Skills:** perception +5, stealth +6 - **Condition Immunities:** charmed - **Senses:** darkvision 60 ft., passive Perception 15 - **Languages:** Carbuncle, Common ### Special Abilities - **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. - **Jungle Camouflage:** The carbuncle has advantage on Dexterity (Stealth) checks made to hide in jungle terrain. ### 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. - **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.