TEXT: Exotic Encounters:
  Carbuncles
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either in the public domain, or is used 
  under a creative commons license or another license of some kind. Necromancers of the Northwest claims no copyright 
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  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
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  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
  2
  Introduction
   
  The Pathfinder Bestiary, and the long line of 
  monstrous encyclopedia that came before it, do a great job 
  of attacking the problem of providing game statistics and 
  mechanical information for a very wide variety of creatures. 
  There are a lot of strange creatures from fantasy novels and 
  movies, from ancient mythology, and, as time went on, from 
  the twisted minds of game designers and even GMs, for 
  that matter. Anyone today who tried to go about creating an 
  extensive bestiary of all the different cool and interesting 
  fantasy monsters could fill three or four volumes with three 
  hundred monsters each, and still have a long way left to go, 
  with fans crying out for various “forgotten” monsters to get 
  some attention. That kind of breadth doesn’t leave a whole 
  lot of room for depth, and that’s where Exotic Encounters 
  comes in.
   
  There are all kinds of reasons why you might not 
  want to use a monster stat-block straight from the core 
  rules. For one thing, if your players have a habit of browsing 
  through such books, or are long-time veterans who know 
  the basic ins and outs of most fantasy staples, you may 
  need an unusual stat-block just to throw them a curve 
  ball and teach them that they can’t count on their out of 
  character knowledge to take all the mystery out of the game. 
  Alternatively, many GMs can recall a time when they wanted 
  to make use of a certain monster in their game, only to find 
  that it was a few CRs too high or low for what they had in 
  mind.
   
  Exotic Encounters takes a single, iconic monster, 
  and creates three new variants on that theme. These variants 
  aren’t simple tweaks, and are more than simply advancing 
  or removing Hit Dice, though that occurs as well. Each of 
  these three variations on the monster’s theme has a specific, 
  flavorful goal in mind, and a role to play, and their statistics 
  entries are gently massaged in order to make them fit those 
  roles. Further, each of these variants comes with brand new 
  specially-crafted special abilities, which are unique to Exotic 
  Encounters and not found anywhere else.
   
  This particular installment of Exotic Encounters 
  focuses on the carbuncle. These cute and quirky creatures 
  from the Pathfinder Bestiary 2 (and other non-tabletop-
  gaming-related sources, before that), are certainly odd, but 
  don’t make particularly threatening foes…until now. The 
  first new carbuncle presented in this book is the monstrous 
  carbuncle (CR 3). An oversized, predatory carbuncle, these 
  roving, predatory creatures share their smaller cousins’ 
  weakness to magic, but turn their empathic abilities into a 
  deadly weapon, frightening their prey into making foolish 
  mistakes. Monstrous carbuncles also have the ability to 
  create copies of themselves to aid them in hunting elusive 
  or difficult prey. Next, the gilded carbuncle (CR 5) is more 
  intelligent and has greater magical power than the average 
  carbuncle, and they can reflect certain spells back at their 
  caster. They are also able to drain spell power from other 
  creatures with their ruby horn, and use their empathic power 
  to reflect the pain of being attacked back upon their attacker. 
  Finally, the lunar carbuncle (CR 18) is a huge, oversized 
  carbuncle with potent mental powers, including the ability 
  to enthrall foes at great distances, and to steal the spells of 
  nearby spellcasters. Lunar carbuncles are also able to fire 
  powerful beams of energy from their forehead gems, which 
  not only damage victims but interferes with their ability to 
  use magic.
  
  3
  Monstrous Carbuncle
   
  The creature before you appears to be an oversized 
  lizard with pale-green, pebbly-looking scales and large red 
  eyes. Its forehead bears an octagonal green gem. Its body is 
  slightly bloated, and it licks its lips and smacks its oversized 
  jaws as it catches sight of you.
  CARBUNCLE, MONSTROUS 
   
                            CR 3
  XP 800
  N Medium magical beast
  Init -3; Senses darkvision 60 ft., low-light vision; Perception 
  +1
  Aura unsettling aura (30 ft., DC 12)
  DEFENSE
  AC 17, touch 7, flat-footed 17 (-3 Dex, +10 natural)
  hp 34 (4d10+12)
  Fort +7, Ref +1, Will +4
  Defensive Abilities vulnerability to magic
  OFFENSE
  Speed 20 ft.
  Melee bite +6 (1d8+2), 2 claws +6 (1d4+2)
  Special Attacks project partner
  Spell-Like Abilities (CL 4th)
       1/day—bull’s strength (self only), invisibility (self only), 
  jump (self only)
  STATISTICS
  Str 15, Dex 5, Con 16, Int 6, Wis 13, Cha 10
  Base Atk +4; CMB +7; CMD 14 (18 vs. trip)
  Feats Improved Natural Attack (bite), Iron Will
  Skills Stealth +1 (+5 in grass or brush), Survival +3; Racial 
  Modifiers -4 Acrobatics when jumping, +4 Stealth in grass or 
  brush
  Languages empathy 30 ft.
  ECOLOGY
  Environment any forests or swamps
  Organization solitary or group (2-8)
  Treasure standard
  SPECIAL ABILITIES
   
  Empath (Su): Monstrous 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 
  monstrous carbuncle can relate a feeling of fear or the faint 
  smell of leaves, but cannot directly warn an ally of a monster 
  or tell of a treasure under a dirt mound.
   
  Project Partner (Su): Once per day, as a standard 
  action, a monstrous carbuncle can project a quasi-real 
  image of itself. Unlike a standard carbuncle, the monstrous 
  carbuncle uses this ability to create an ally that can fight 
  by its side in a tough situation. This functions as shadow 
  conjuration, except that it can only be used to create a 
  duplicate of the monstrous carbuncle. The monstrous 
  carbuncle created by this ability cannot use any of its special 
  abilities, nor can it use the project partner ability. The 
  monstrous carbuncle created by this ability lasts for a number 
  of minutes equal to the monstrous carbuncle’s Hit Dice. 
  The saving throw DC to disbelieve the monstrous carbuncle 
  created by this ability is equal to 10 + 1/2 the monstrous 
  carbuncle’s Hit Dice + the monstrous carbuncle’s Charisma 
  modifier (typically 12).
   
  Unsettling Aura (Su): A monstrous carbuncle 
  constantly radiates an empathic aura that causes all creatures 
  within 30 feet of it to be aware of its constant hunger 
  and predatory urges. At the beginning of the monstrous 
  carbuncle’s turn each round, each creature within 30 feet 
  of it must succeed on a Will save (DC 12), or be shaken for 1 
  minute. This ability does not stack with itself, so characters 
  that were shaken on a previous round do not become 
  frightened.
   
  Additionally, as a standard action, a monstrous 
  carbuncle can deliberately focus its predatory urges on a 
  single creature within 30 feet. If it does, that creature must 
  succeed on a Will save (DC 12) or be frightened for 1d4 
  rounds. A creature that successfully resists the targeted 
  version of this ability is immune to all aspects of the 
  monstrous carbuncle’s unsettling aura for 24 hours.
   
  Both versions of this ability are mind-affecting fear 
  effects. A creature does not need to be able to see or hear the 
  monstrous carbuncle to be affected by this ability, but the 
  monstrous carbuncle must be able to see a creature in order 
  to use the targeted version of the ability. The saving throw DC 
  is Charisma-based.
   
  Vulnerability to Magic (Ex): A monstrous 
  carbuncle suffers a -2 penalty on all saving throws made 
  to resist the effects of spells, spell-like abilities, and 
  supernatural abilities. Additionally, any spell, spell-like 
  ability, and supernatural ability can affect a monstrous 
  carbuncle regardless of creature type limitations, and, in 
  the case of spells that have more dramatic effects against 
  certain types of creatures, the monstrous carbuncle is treated 
  as being the least beneficial type of creature possible (for 
  example, it would suffer double damage from a wall of fire, 
  even though it is not actually undead, and could be damaged 
  by a shatter spell even though it is not actually a crystalline 
  creature).
  Ecology
   
  Commonly mistaken for particularly large specimens 
  of the standard carbuncle, especially when they are young, 
  monstrous carbuncles are quite different from their smaller 
  cousins in a variety of ways. For one, monstrous carbuncles 
  are large, predatory animals, and generally subsist on a diet 
  of small woodland mammals such as rabbits, foxes, and 
  squirrels, although they have been known to go after young 
  deer or even wolves, when the opportunity arises.
   
  Due to their unsettling aura, monstrous carbuncles 
  have great difficulty hunting via traditional methods, as they 
  are unable to approach their prey without alerting them to 
  their presence. As a result, they typically hunt in pairs (or, 
  when that is not an option, by projecting a hunting partner): 
  the first monstrous carbuncle uses its aura to scare prey into 
  running straight into the second monstrous carbuncle, which 
  lies in wait.
  
  4
  Gilded Carbuncle
   
  The creature before you appears to be a large lizard 
  with scales that shine in the light with a faintly bronze or 
  golden color. Its eyes are a deep, crystal-blue color, and seem to 
  hold a deep intelligence. In the middle of the creature’s forehead 
  is a translucent ruby-red horn, which juts out a full 12 inches 
  and ends in a sharp point.
  CARBUNCLE, GILDED  
                                            CR 5
  XP 1,600
  N Small magical beast
  Init -2; Senses darkvision 60 ft., low-light vision; Perception 
  +1
  DEFENSE
  AC 17, touch 9, flat-footed 17 (-2 Dex, +8 natural, +1 size)
  hp 51 (6d10+18)
  Fort +6, Ref +3, Will +5
  Defensive Abilities mental reflection
  OFFENSE
  Speed 20 ft.
  Melee gore +6 (2d6-1 plus spell drain), bite +6 (1d4-1)
  Special Attacks wound reflection
  Spell-Like Abilities (CL 8th)
       At Will—ghost sound (DC 13), hypnotism (DC 13), levitate 
  (self only), silent image (DC 14)
       3/day—blur (self only), hideous laughter (DC 16), 
  suggestion (DC 16)
       1/day—confusion (DC 17), hold person (DC 16), invisibility 
  (self only)
  STATISTICS
  Str 9, Dex 7, Con 12, Int 10, Wis 13, Cha 16
  Base Atk +6; CMB +4; CMD 11 (15 vs. trip)
  Feats Improved Natural Attack (gore), Iron Will, Toughness
  Skills Stealth +11, Survival +7; Racial Modifiers -4 Acrobatics 
  when jumping
  Languages telepathy 100 ft.
  ECOLOGY
  Environment any underground
  Organization solitary pair, or colony (4-12)
  Treasure standard
  SPECIAL ABILITIES
   
  Mental Boost (Su): Whenever the gilded carbuncle 
  successfully affects a creature with its suggestion or confusion 
  spell-like abilities, roll a d6. On a result of 1-2, the target gains 
  a +2 morale bonus on attack and damage rolls for the duration 
  of the suggestion or confusion effect. On a result of 3-4, the 
  target gains a +2 morale bonus to AC for the duration of the 
  suggestion or confusion effect. On a result of 5-6, the target 
  gains a +2 morale bonus on saving throws for the duration of 
  the suggestion or confusion effect.
   
  Mental Reflection (Su): Whenever the gilded 
  carbuncle is the target of a mind-affecting spell, spell-like 
  ability, or supernatural ability, if that spell or ability allows a 
  saving throw, and the gilded carbuncle succeeds on that saving 
  throw, then the ability is reflected back upon its source. The 
  creature that originated the spell or ability must make a saving 
  throw or be affected by it, as though the gilded carbuncle were 
  the one that originally cast the spell.
   
  Spell Drain (Su): Whenever a gilded carbuncle 
  hits a creature with its gore attack, if that creature is capable 
  of casting spells or using spell-like abilities with a limited 
  number of daily uses, then the gilded carbuncle drains some of 
  the victim’s daily spellcasting ability. If the creature is capable 
  of casting spells, it immediately loses one of the highest-level 
  spells that it currently has prepared and has not yet expended 
  (or one of its highest-level unused spell slots, if a spontaneous 
  caster). If the creature has spell-like abilities that are usable 
  a limited number of times per day, it loses one daily use from 
  one of its spell-like abilities with the fewest daily uses (for 
  example, a 1/day ability would be lost before a use of a 3/day 
  ability, etc.). The victim chooses the exact spell or spell-like 
  ability to be lost, if more than one could be. For each spell or 
  daily use of a spell-like ability drained in this way, the gilded 
  carbuncle gains an additional daily use of one of its own spell-
  like abilities.
   
  Wound Reflection (Su): Gilded carbuncles have 
  harnessed the simple empathic ability of the standard 
  carbuncle into a potent defense mechanism. Whenever a 
  gilded carbuncle suffers 5 or more points of damage from a 
  single attack, they empathically project their pain back to 
  the attacker, making it more difficult for him to attack the 
  gilded carbuncle again. The attacker must succeed on a Will 
  save (DC 16) or suffer a -2 penalty on attack and damage rolls 
  made against the gilded carbuncle. This penalty is reduced by 
  1 at the beginning of the gilded carbuncle’s turn each round. 
  Multiple instances of this ability stack, but the total penalty 
  that the target suffers is only reduced by 1 each round (so a 
  character who hit the gilded carbuncle three times in one turn 
  and failed his saving throw each time would suffer a -6 penalty 
  to attack and damage rolls made against the gilded carbuncle. 
  At the beginning of the gilded carbuncle’s next turn, this would 
  be reduced to 5, not 3).
  Ecology
   
  Gilded carbuncles, referred to by some scholars as 
  “true carbuncles” or “greater carbuncles,” have a much greater 
  intelligence and magical affinity than their more common, 
  surface dwelling cousins. Some sages believe that gilded 
  carbuncles are offshoots of the more common carbuncle, 
  who have evolved in strange ways due to exposure to magical 
  radiation and aberrant environs in their underground habitat. 
  Others argue that gilded carbuncles are the original species, 
  and that the standard or “common” carbuncle found on the 
  surface is the offshoot, which adapted to life on the surface by 
  changing their skin coloration and becoming less intelligent.
   
  Whatever the case, gilded carbuncles are relatively 
  peaceful, gentle creatures, which attempt to make their living 
  in places of relative quiet and peace in the underdark, out of 
  sight of that realm’s many predators. Despite their human-
  level intelligence, they typically do not gather in groups of 
  more than a dozen or so, and do not build structures or cities, 
  for fear of attracting the attention of predators. They depend 
  heavily on their spell-like abilities to avoid confrontations, and 
  their ability to reflect mental attacks to deal with the many 
  magical and psionic predators that inhabit their ecosystem.
  
  5
  Lunar Carbuncle
   
  The creature before you appears to be a massive, 
  bloated lizard, its rotund, bulging body making its small, stubby 
  legs seem almost comical. Despite this, its mottled grey scales 
  are each as big as a man’s fist, and the large, shimmering red 
  gemstone set in its forehead is over six feet tall. It opens its 
  mouth ponderously and wags its tail slightly, seeming to grin at 
  you.
  CARBUNCLE, LUNAR 
   
                                           CR 18
  XP 153,600
  N Huge magical beast
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 29, touch 4, flat-footed 29 (-4 Dex, +25 natural, -2 size)
  hp 337 (25d10+200)
  Fort +20, Ref +10, Will +11
  DR 10/magic; Resist cold 20; SR 29
  Weaknesses forehead gem
  OFFENSE
  Speed 10 ft.
  Melee bite +33 (2d8+9/19-20), 2 claws +27 (1d8+4), tail slap +28 
  (2d10+4)
  Space 15 ft.; Reach 10 ft.
  Special Attacks enthrall, gem ray
  Spell-Like Abilities (CL 16th)
       Constant—detect thoughts (DC 20)
       At Will—charm monster (DC 22), major image (DC 21)
       3/day—quickened charm monster (DC 22), demand (DC 26), 
  dispel magic, hold monster (DC 23), veil (self only) (DC 24)
       1/day—mirage arcana (DC 23), sympathy (DC 26)
  STATISTICS
  Str 29, Dex 3, Con 22, Int 12, Wis 13, Cha 26
  Base Atk +25; CMB +36; CMD 41 (45 vs. trip)
  Feats Ability Focus (enthrall), Improved Critical (bite), 
  Improved Initiative, Improved Natural Attack (bite), Improved 
  Natural Attack (tail slap), Iron Will, Power Attack, Quicken 
  Spell-Like Ability, Skill Focus (Stealth), Skill Focus (Survival), 
  Toughness, Weapon Focus (bite), Weapon Focus (tail slap)
  Skills Spellcraft +26, Stealth +22 (+26 in rocky areas), Survival 
  +32; Racial Modifiers -4 Acrobatics when jumping, +4 Stealth 
  in rocky areas
  Languages telepathy 400 ft.
  ECOLOGY
  Environment any forests or swamps
  Organization solitary or group (2-8)
  Treasure standard
  SPECIAL ABILITIES
   
  Enthrall (Su): As a standard action, a lunar carbuncle 
  can attempt to gain control of the mind of a single creature 
  within 500 feet that it can see. The creature must succeed on a 
  Will save (DC 25) or be affected as though by the spell dominate 
  monster, with a few exceptions. First, the effect lasts indefinitely, 
  but the creature may attempt a new saving throw each round to 
  end the effect. Second, as long as the creature is affected by this 
  ability, he gains a +6 morale bonus on attack and damage rolls. 
  The lunar carbuncle can have more than one creature enthralled 
  with this ability at any given time, but for each creature beyond 
  the first that is currently affected by this ability, each affected 
  creature gains a +2 bonus on saving throws made to end the 
  effect (+2 for two creatures, +4 for three creatures, etc.). This 
  is a mind-affecting compulsion effect. The saving throw DC is 
  Wisd0m-based.
   
  Forehead Gem (Ex): A lunar carbuncle’s forehead 
  gem can be attacked and damaged separately. It has an AC of 
  20, hardness 10, and 33 hit points. Damage dealt to the forehead 
  gem counts against the lunar carbuncle’s hit point total. If the 
  gem is reduced to 0 hit points, the lunar carbuncle can no longer 
  use its gem ray special attack, it loses its spell resistance, and 
  the saving throw DCs of its spell-like and supernatural abilities 
  are decreases by -4. A lunar carbuncle that has its forehead gem 
  destroyed grows a new one in 2d4 weeks.
   
  Gem Ray (Su): As a standard action, a lunar carbuncle 
  can release a powerful beam of magical energy from the 
  gemstone on its forehead. This takes the form of a line 15 feet 
  wide and 300 feet long, which deals 20d6 points of electricity 
  damage to each creature in the affected area. A successful Reflex 
  save (DC 28) halves this damage. Any creature that takes at least 
  30 points of damage as a result of this ability is infused with 
  an energy that interferes with magic, temporarily suppressing 
  the magical properties of any magic items in the creature’s 
  possession, and preventing him from casting spells. Artifacts, 
  as well as magic items with a caster level of 26 or higher, are not 
  affected by this ability. Both of these effects last for 1 minute. The 
  lunar carbuncle can use this ability once every 1d4 rounds.
   
  Spell Steal (Sp): As a full-round action, a lunar 
  carbuncle can attempt to access the mind of a spellcaster within 
  500 feet that it can see, and forcibly steal his magic. The target 
  must succeed on a Will save (DC 23) or the lunar carbuncle 
  may immediately cast a single spell of the highest spell level 
  that the target has available. The exact spell cast is chosen at 
  random from among those available, and is expended, as though 
  the target himself had cast it. The lunar carbuncle makes all 
  decisions about casting the spell (such as the target, and any 
  modes or choices the spell allows), and uses its own caster level 
  (16th) and Charisma modifier to determine the spell’s effects. This 
  is a mind-affecting compulsion effect. The saving throw DC is 
  Wisdom-based.
  Ecology
   
  Lunar carbuncles do, in fact, seem to hail from the 
  moon, although recently at least one wizard has, for reasons 
  unknown, taken it upon himself to relocate several of these 
  creatures into caves and caverns locally, introducing them to 
  the planet’s ecosystem. In their natural habitat, these massive 
  lizards are apex predators, with little to fear from most other 
  creatures. They typically hunt by using their impressive array of 
  mental powers, like charm monster or sympathy, to bring their 
  prey to them, rather than actively tracking such creatures down. 
  As a result, they grow to enormous size and bulk, and move even 
  more awkwardly than standard carbuncles.
   
  Unlike a standard carbuncle, the gem on a lunar 
  carbuncle’s forehead persists after the creature’s death, and 
  is quite valuable. Though the exact value of these gems varies 
  depending on their size and coloration, as well as the buyer, the 
  gem from an adult lunar carbuncle can typically be expected to 
  auction for at least 20,000 gp, assuming it is undamaged.
  
  6
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  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with 
  the owner of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.  
   
  
  7
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.  
   
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Exotic Encounters: Griffons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Manticores Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Harpies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Medusas Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Doppelgangers Copyright 2013, Necromancers of 
  the Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Wyverns Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Basilisks Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs. 
  Exotic Encounters: Nightmares Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Girallons Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Gargoyles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Will o’ Wisps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettercaps Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Ettins Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Worgs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Darkmantles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Krakens Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Couatls Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Wraiths Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Mummies Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback.  
  Exotic Encounters: Vargouilles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Treants Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Unicorns Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Cyclopes Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Dryads Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Centaurs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Minotaurs Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Froghemoths Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback. 
  Exotic Encounters: Carbuncles Copyright 2013, Necromancers of the 
  Northwest, LLC; Author: Alex Riggs, Joshua Zaback.
   
  END OF LICENSE 
  
  Exotic Encounters: Carbuncles
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Exotic Encounters - Carbuncles.pdf