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CaulbornCreature 7


UncommonNMediumAstral
Source Pathfinder Bestiary 3
Perception +18 (thoughtsense (precise) 120 feet, no vision)
Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Infernal, Protean, Requian, Utopian, Telepathy 100 Feet
Skills Arcana +17, Deception +15, Intimidation +15, Nature +16, Occultism +19, Religion +14, Society +17
Str +2, Dex +4, Con +3, Int +6, Wis +5, Cha +4

AC 24; Fort +12; Reflex +15; Will +18;
HP 105
Speed 25 feet
Immunities visual
Resistances Mental 10

Claw One Action +17 (+13, +9) to hit (agile, finesse) 2d10+5 Slashing
Hand One Action +17 (+12, +7) to hit (finesse, mental) 2d12 Mental

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Collective Sense (divination, mental, occult)

Caulborn are aware of all other caulborn within 300 feet, with the effects of a Status spell, and they can perceive anything within the other caulborns' thoughtsense. If two or more caulborn are within range of each others' thoughtsense, they can't be flanked.

Thoughtsense (Precise) 120 feet (divination, mental, occult)

Thoughtsense allows a monster to sense all non-mindless creatures at the listed range.

Consume Thoughts One Action (mental)

Requirements The caulborn's last action was a successful hand Strike


Effect The caulborn steals some of the psychic energy from the creature it hit. The target must attempt a DC 25 will save; regardless of the outcome, the creature is temporarily immune to Consume Thoughts for 1 minute.


Success The target is unaffected.

Failure The target becomes Stupefied 2 for 1 minute, and the caulborn regains 1d12 Hit Points.

Critical Failure As failure, but the target is Stupefied 3 for 1 minute and the caulborn regains 2d12 Hit Points. If the target was already stupefied when the caulborn used this ability, the target is also Confused for 1 round.

Cooperative Scrying (divination, occult, scrying)

Three or more caulborn adjacent to each other can collectively cast Scrying once per day (DC 25 will), with no limit to the duration so long as at least three caulborn remain adjacent and use no actions other than to Sustain the Spell.

The daily limit applies to all caulborn who participated, meaning none of them can participate in another scrying that day.


Occult Innate Spells (DC 25, +17 to hit)

Cantrips (4th Level): Daze, Detect Magic, Read Aura, Shield
1st Level: Charm
3rd Level: Hypnotic Pattern, Mind Reading, Paralyze, Vampiric Touch
7th Level: Plane Shift (Self Only)


Telepathic prophets and historians, caulborn gather in small cabals for protection and camaraderie, using their collective brainpower to unravel cosmic conundrums. Once they've exhausted an area's secrets, they depart, seeking new homes hidden within cities, sequestering themselves within caves, or lurking in forgotten corners of the planes. From the moment an ioton absorbs especially profound thoughts and begins taking on the permanent form of a young caulborn, these ennosites' genius and toughness grow with each new discovery. Absorbing such information destabilizes their corporeal form, like when books are stacked too high, so excess knowledge seeps from a caulborn's body, causing a literal brain drain that caulborn find incredibly vexing. To avoid this occurrence, caulborn must feed on others' psychic energy to maintain themselves, which is usually a harmless process. Especially hungry caulborn even abduct prey.

Despite their need to feed, caulborn rarely care to interact with other creatures, especially beings that could react to their appearance with fear or hostility. They occasionally make exceptions for accomplished scholars or storied travelers, however, bartering their own lore for outside secrets.


The Astral Plane is a planar nexus, connecting the planes of the Inner Sphere to those of the Outer Sphere, a realm of timeless silver substance charged with mental essence drawn from throughout the Great Beyond. Most creatures on the Astral Plane are visitors-predators seeking to poach from the River of Souls, psychopomps guarding against such incursions, and aeons monitoring the flow of raw quintessence through the Antipode. Yet, this plane has spawned creatures native to its strange currents and eddies, foremost of which is the family of thought-spawned creatures known as ennosites.

An ennosite's form physically embodies of its thought and purpose. As some ideals and goals are shared, so are certain forms.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.