Caulborn
Description
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.
Combat Stats
- Melee
- bite +13 (2d6+3), 2 claws +12 (1d6+3)
- Defensive Abilities
- premonition, psychic deflection
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
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.
Special Qualities
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.
Feats
Special Abilities
Special Abilities
Feats, Traits & Items
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.
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.
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.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Acrobatics +12, Appraise +12, Bluff +14, Intimidate +14, Knowledge (all) +14, Perception +15, Sense Motive +12, Stealth +11, Use Magic Device +9
Spells
- 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