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Carbuncle, Lord of the RubyCarbuncle appear as the “core” summons of the Arcanist class, and is the first creature the Arcanists learn to summon before branching out into either Primal egi (Summoner) or Nymian fairies (Scholar). Carbuncles are small fox-like creatures that can help fulfill various roles depending on which version is summoned. This carbuncle is the prime of what carbuncles can become.

Carbuncle, Lord of the Ruby (CR 13)

XP 25,600
NG Medium Outsider (BossExtraplanar, Primal, Holy)
Init +11; Senses Darkvision 60 ft.; Perception +25

DEFENSE

AC 27, touch 18; flat-footed 19 (+7 dex, +1 dodge, +9 natural)
hp 660 [880] (20d12+200)
Fort +17, Ref +19, Will +17
Defensive Abilities Reflect Prism; DR 5/-; Immune Burning, Frozen, Holy, Petrification/Statue, Sap, Sleep, Stop; Resist Wind 10, Earth 10, Ice 10, Fire 10, Lightning 10, Water 10
Weakness Shadow

OFFENSE

Speed 30 ft.
Melee Headbutt +27 (1d6+3 plus 1d6 holy damage)
Special Abilities Glittering Ruby, Healing Ruby, Restoring Ruby, Ruby Light, Shining Ruby
Special Attacks Ruby Ray, Ruby Sparkle, Searing Light
Burst Mode Rainbow Ruby

STATISTICS

Str 16, Dex 24, Con 20, Int 20, Wis 20, Cha 20
Base Atk +20; CMB +23; CMD 40
Feats Canny Tumble, Combat Reflexes, Dazing Assault, Dodge, Furious Focus, Great Fortitude, Improved Initiative, Mobility, Power Attack, Weapon Finesse
Skills Acrobatics +30, Escape Artist +30, Heal +28, Knowledge (Nature, Planes) +23, Perception +25, Stealth +30
SQ Outsider Traits, Does not Breathe, Does not Eat, Does not Sleep
Languages Common, Enochian, Speak with Animals, and 2 others

SPECIAL ABILITIES

Rainbow Ruby (Su)

Once below 50% health (440), This Burst Mode lets Carbuncle ruby to vibrate in slightly different hues, making his abilities enhanced for the time being. For a number of rounds equal to 1 + 1 round for every four HD, Carbuncle’s Reflect Prism includes shadow as # 7, roll a 1d8, if 8 just reroll. His Glittering Ruby gives two random attributes instead of one and any ability that reflects magic damage returns 150% back at it’s caster. This limit break requires only a swift action to activate.

Glittering Ruby (Su)

Once every 1d2+1 rounds, Carbuncle ruby glitters enhancing himself and his allies within 30 ft. roll a d6. They get a +5 bonus to a random attribute based on the d6 result. 1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma. The bonus decreases by 1 every round at the beginning of the affected ally’s or his turn. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 23).

Healing Ruby (Su)

Once every 1d2+1 rounds as a standard action, Carbuncle causing its ruby to shine healing one ally or self. One ally or self within 30 feet is healed for 2d8+5 damage and receives Fast Healing 2 for 10 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Planes DC 19).

Restoring Ruby (Su)

Once every 1d4+2 rounds as a standard action, Carbuncle causes his ruby to shine brightly enough to become a powerful healing ability. All allies within 30 ft. are healed for 15d8 points of damage and are cured of 1 negative status effect of 4th level spell or lower. Blue mages may learn this ability as a 7th level spell (Knowledge: Planes DC 29).

Ruby Light (Su)

Once every 1d4+1 rounds as a standard action, Carbuncle releasing his reflecting ruby effect within 30 feet. Allies within the area of effect are enchanted with a magical shield that deflects the next spell targeted them back at its caster, and is then discharged. The shield also discharges after 1d6 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27).

Ruby Ray (Su)

Once every 1d4+1 rounds as a standard action, Carbuncle may fire a beam of energy from the ruby in his forehead. He may make a ranged touch attack against up to three visible targets within 120-ft. Each ray deals 6d6+10 points of holy damage, and no two rays can strike the same target.

Ruby Sparkle (Su)

As a swift action, Carbuncle can emit light from the ruby in his forehead. He may make a ranged touch attack, if he hits (+27), the target takes 4d6+5 points of holy damage.

Reflect Prism (Su)

Carbuncle is affected constantly by a Reflect effect. All spells that include Carbuncle as a target are affected as through by the Reflect status effect. Each turn, one element is unaffected by this ability. At the start of the turn, roll a d6. 1= Fire, 2 = Ice, 3 = Lightning, 4 = Wind, 5 = Earth, 6 = Water. That element of damage is unaffected by True Reflect for this turn. Reflect Prism overrides any other Reflect effect, and does not create a resonance field.

Searing Light (Su)

Once below 50% hp (300), Carbuncle summons a blast of searing light, destroying foes in a 10-ft. thick radius and 120-ft.-line. Enemies within area of effect take 12d6 points of holy damage unless they make a successful Reflex save (DC 25) for half damage.

Shining Ruby (Su)

Once every 1d4+1 rounds as a stand action, Carbuncle releases the protective ruby ability within 30-ft.-radius. Allies within the area of effect receive a +3 deflection bonus to Armor Class and a +3 resistance bonus to Saving throws for 2d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).