Library / Bestiary

Caulborn

CR 7.00 Outsider N Medium HD 9
This creature has a split-jawed mouth, a hoodlike growth on its head, and two hideously elongated fingers on each hand.

Caulborn are a race of telepathic prophets and historians who subsist on the psychic energy of others. They wander the planes in search of new facts and concepts to add to the pulsating brain-sacks that serve as their collective memories. When a band of caulborn find a particularly interesting site, they settle down to dwell there for many years until they feel that they have learned all there is to know about the location.

A caulborn is literally a creature of the mind. Its body is self-sustaining, and it exists solely to record and catalogue new thoughts. While they are not evil, caulborn have little interest in alliances or friendship with other races.

HP
76 (9d10+27)
AC
19, touch 18, flat-footed 15 (+4 deflection, +4 Dex, +1 natural)
Init
+4
Speed
30 ft.
Fort
+6
Ref
+8
Will
+13
BAB
+9
CMB
+12
CMD
30
Melee
bite +13 (2d6+3), 2 claws +12 (1d6+3)
Defensive Abilities
premonition, psychic deflection
str
16
+3
dex
19
+4
con
16
+3
int
25
+7
wis
20
+5
cha
19
+4

Weapons: Martial, Simple

Consume Thoughts — A caulborn can consume the thoughts of a willing, helpless, or fascinated creature with a touch attack. If the target fails a DC 18 Will save, the caulborn can alter the victim's memory as if using modify memory. This process deals 1d4 points of Intelligence and Wisdom damage to the target. The save DC is Charisma-based.

Cooperative Scrying — Three or more caulborn joining hands can scry on a place or creature as if using the scrying spell (DC 20), but with no limit to the spell's duration so long as at least three of the caulborn involved continue to join hands and concentrate. This ability functions at CL 7th (or at the highest CL available to the most powerful caulborn in the group). The save DC is Charisma-based, adjusted by the modifier of the caulborn with the highest Charisma score.

Hive Mind — As long as there are at least two caulborn within 300 feet of each other, if one caulborn in the group is aware of a particular danger, they all are. No caulborn in a group is considered flanked or flat-footed unless all of them are.

Special Abilities

Consume Thoughts from text
A caulborn can consume the thoughts of a willing, helpless, or fascinated creature with a touch attack. If the target fails a DC 18 Will save, the caulborn can alter the victim's memory as if using modify memory. This process deals 1d4 points of Intelligence and Wisdom damage to the target. The save DC is Charisma-based.
Cooperative Scrying from text
Three or more caulborn joining hands can scry on a place or creature as if using the scrying spell (DC 20), but with no limit to the spell's duration so long as at least three of the caulborn involved continue to join hands and concentrate. This ability functions at CL 7th (or at the highest CL available to the most powerful caulborn in the group). The save DC is Charisma-based, adjusted by the modifier of the caulborn with the highest Charisma score.
Hive Mind from text
As long as there are at least two caulborn within 300 feet of each other, if one caulborn in the group is aware of a particular danger, they all are. No caulborn in a group is considered flanked or flat-footed unless all of them are.
Premonition from text
Psychic Deflection from text

Feats, Traits & Items

Combat Casting from Feat

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Combat Expertise from Feat

You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Weapon Focus (bite) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Acrobatics +12, Appraise +12, Bluff +14, Intimidate +14, Knowledge (all) +14, Perception +15, Sense Motive +12, Stealth +11, Use Magic Device +9

spell-like abilities:
Constant—Detect Magic, Constant—Detect Thoughts (DC 16), Constant—Read Magic, 3/day—Charm Monster, 3/day—Daze Monster, 3/day—Hold Monster, 3/day—Hypnotic Pattern (DC 16), 3/day—Vampiric Touch, 1/week—Plane Shift (DC 21)
Details
Type
Outsider
Alignment
N
Size
Medium
Environment
any
Organization
solitary, pair, or colony (3-12)
Treasure
double
Senses
blindsense 60 ft., darkvision 60 ft., thoughtsense; Perception +15
Languages
Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Giant, Infernal; telepathy 100 ft.
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
14 House/Core
  • Uses feat: Combat Casting (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Expertise (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Thoughts (Spell) — core content under OGL 1.0a
  • Knows spell: Read Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Monster (Spell) — core content under OGL 1.0a
  • Knows spell: Daze Monster (Spell) — core content under OGL 1.0a
  • Knows spell: Hold Monster (Spell) — core content under OGL 1.0a
  • Knows spell: Hypnotic Pattern (Spell) — core content under OGL 1.0a
  • Knows spell: Vampiric Touch (Spell) — core content under OGL 1.0a
  • Knows spell: Plane Shift (Spell) — core content under OGL 1.0a
View references and cross-links for Caulborn

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