Caulborn

Medium aberration, neutral

Armor Class 15 (breastplate)
Hit Points 71 (13d8 + 13)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 13 (+1) 18 (+4) 16 (+3) 16 (+3)

Saving Throws Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Senses darkvision 120 ft., passive Perception 16
Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Giant, Infernal; telepathy 100 ft.
Challenge 7 (2,900 XP)

SPECIAL TRAITS

  • Innate Spellcasting (Psionics). The caulborn’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
  • 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.
  • Creature Sense. The caulborn is aware of the presence of creatures within 60 feet of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
  • 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 grants advantage due to flanking, surprise or other position-based combat bonus.
  • Id Insinuation. Anytime a creature takes psychic damage from the caulborn it must make a DC 15 Intelligence saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Intellect Fortress. So long as the caulborn is wearing no armour it may add its Intelligence modifier to its AC.
  • Magic Resistance. The caulborn has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The caulborn makes one bite and two claw attacks.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 3 (1d6) piercing damage and 15 (2d10 + 4) psychic damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 3 (1d6) slashing damage 9 (1d10 + 4) psychic damage.

ABOUT

A voice echoes in your mind, and you can somehow tell that it originates with the strange creature. Pardon the interruption, it says. I mean you no harm and wish to speak with you.

The creature is a caulborn that has been exploring and observing the goings-on in the ruins for some time. It communicates with the PCs telepathically seeking to parley and has no interest in a fight. If the PCs attack, it plane shifts away and will make one more attempt to contact them in the future. If attacked a second time it again plane shifts away never to return and leaving the PCs to their own fumbling devices. Anyone intentionally observing the creature’s fingers and making a DC 10 Intelligence check realizes it, or something like it, is likely the source of the fingerprint found on the map in area B12.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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