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