Carbuncle Champion (3pp)

This small creature resembles a cross between a lizard and a cat, though it walks on two legs and sports a mischievous grin. From its head juts mesmerizing, bright red gemstones.

Carbuncle Champion
CR 10

XP 9,600
N Small magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +15


AC 24, touch 10, flat-footed 24 (-1 Dex, +14 natural, +1 size)
hp 85 (10d10+30)
Fort +10, Ref +8, Will +9


Speed 20 ft.
Melee bite +12 (1d4+1)
Special Attacks fatal faker (3/day), specious suggestion (DC 20)
Spell-Like Abilities (CL 10th; concentration +15)

5/daydaze (DC 13), jump, levitate (self only, up to 10 feet)
3/daydaze monster (DC 17)
1/daygreater command (DC 20)


Str 13, Dex 9, Con 16, Int 18, Wis 18, Cha 20
Base Atk +10; CMB +10; CMD 19 (21 vs. trip)
Feats Combat Casting, Improved Initiative, Iron Will, Lightning Reflexes, Spell Focus (enchantment)
Skills Bluff +16, Perception +15, Stealth +19 (+23 in grass or brush), Survival +15; Racial Modifiers +4 Stealth in grass or brush
Languages understands Common, empath 30 ft.


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 ofleaves, but cannot directly warn an ally of a monster or tell of a treasure under a dirt mound.

Fatal Faker (Su)

As an immediate action three times per day, when struck by an attack that would reduce it to 0 hit points or fewer, 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.

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 20 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 +4 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 at least 2 (usually embarrassing, always harmless) suggestions within that time period. On a result of 5-6, the victim’s thoughts are garbled with those of the carbuncle, imposing a -3 penalty to the victim’s Will saving throws for 1 minute. This is a mind-affecting effect. The save DC is Charisma-based.

Section 15: Copyright Notice

Mystical: Kingdom of Monsters, © 2015, Northwinter Press; author Kevin Glusing.

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