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Carbuncle

Creature 1 (rare) — beast

Never have legend and misinformation met upon a more inauspicious brow than that of the lowly carbuncle. At frst glance, they appear to be little more than ungainly reptiles. What sets them apart are their strange magical abilities and the gemstone-like horn protruding from between their goggling eyes. Although rumors suggest various uses for carbuncle horns, ranging from miracle cure-alls to potent magical components, the truth is much more mundane: a carbuncle's horn is merely a highly refecti

Source: pathfinder-monster-core-2

Perception +7
Skills stealth +3, survival +6
Str
-3
Dex
+0
Con
+3
Int
-2
Wis
+3
Cha
+0
AC 16 Fort +8 Ref +3 Will +6
HP 20
Speed 15 feet

Offense

Melee Jaws +5, Damage 1d6 piercing

Abilities

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.
Treasure Sense — The carbuncle can sense the presence and location of any object or grouping of objects worth at least 50 gp in total within 500 feet of it. The carbuncle's sense only functions if the treasure is within in a container or physically obscured, such as when buried underground. Objects worn on a person or left out in open air don't trigger the carbuncle's sense.
Easy to Influence (mental) — Any mental spell can affect a carbuncle, regardless of creature type limitations. Against a Suggestion spell, a carbuncle always gets an outcome one degree of success worse than it rolled on its saving throw.
Fatal Faker (arcane, teleportation) —
Specious Suggestion (incapacitation, mental) — Frequency three times per day Effect The carbuncle concentrates on a creature it can see and tries to manipulate that creature, imploring them to perform harmless, pointless, and usually embarrassing actions. The target must attempt a DC 18 Will save. The target then becomes temporarily immune for 24 hours. This has the ef ects of Suggestion except that a critical success bolsters the target and grants them a +1 status bonus to Will saves for 1 hour, the duration on a failure is 1 round, and the duration on a critical failure is a 1 minute. The target can attempt a new save at the end of its turn each round to end the ef ect.

Spells

Levitate (at will, self only) (rank 3)
Daze (rank 1)
Jump (At Will) (rank 1)

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