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    Caulborn

    This creature has a split-jawed mouth, a hood-like growth on its head, and two hideously elongated fingers on each hand.

    Caulborn CR 7

    XP 3,200
    N Medium outsider (extraplanar)
    Init +4; Senses blindsense 60 ft., darkvision 60 ft., thoughtsense; Perception +15

    DEFENSE

    AC 19, touch 18, flat-footed 15 (+4 deflection, +4 Dex, +1 natural)
    hp 76 (9d10+27)
    Fort +6, Ref* +8, Will +13
    Defensive Abilities premonition, psychic deflection; Immune visual effects

    OFFENSE

    Speed 30 ft.
    Melee bite +13 (2d6+3), 2 claws +12 (1d6+3)
    Special Attacks consume thoughts
    Spell-Like Abilities (CL 7th; concentration +11)

    Constantdetect magic, detect thoughts (DC 16), read magic
    3/daycharm monster (DC 18), daze monster (DC 16), hold monster (DC 19), hypnotic pattern (DC 16), vampiric touch (DC 17)
    1/weekplane shift (willing targets only)

    STATISTICS

    Str 16, Dex 19, Con 16, Int 25, Wis 20, Cha 19
    Base Atk +9; CMB +12; CMD 30
    Feats Combat Casting, Combat Expertise, Combat Reflexes, Iron Will, Weapon Focus (bite)
    Skills* Acrobatics +12, Appraise +12, Bluff +14, Intimidate +14, Knowledge (all) +14, Perception +15, Sense Motive +12, Stealth +11, Use Magic Device +9
    Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Giant, Infernal; telepathy 100 ft.
    SQ cooperative scrying, hive mind

    SPECIAL ABILITIES

    Consume Thoughts (Ex)

    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 (Sp)

    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 (Ex)

    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.

    Psychic Deflection (Su)

    A caulborn adds its Charisma modifier as a deflection bonus to its AC. The caulborn loses this bonus when unconscious.

    Thoughtsense (Su)

    A caulborn notices and locates living, conscious creatures within 60 feet, just as if it possessed the blindsight ability. Spells such as nondetection or mind blank make an affected creature undetectable by this sense.

    Editor's Note
    The creature's Reflex save and Skill points seem incorrectly allocated. Suggested corrected lines are below.

    Fort +6, Ref +10, Will +13

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