b'Caulborn \n'b'  Medium   aberration ,  neutral  \n'b'  Armor Class  15 (breastplate)  Hit Points  71 (13d8 + 13)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  13 (+1)  CON:  13 (+1)  INT:  18 (+4)  WIS:  16 (+3)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting (Psionics) . The caulborn\xe2\x80\x99s innate spellcasting ability is  Intelligence  (spell save DC 15). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b'  At will :  detect thoughts ,  detect magic  \n'b'  1/day : consume thoughts (as a 9th level  modify memory  spell except if the target makes the saving throw it takes 15 (2d10 + 4) psychic damage and the caulborn heals for the same amount of  hit points ) \n'b'  3/day each : charm monster,  hold monster ,  hypnotic pattern , psychic crush (as  vampiric touch  but does psychic damage. \n'b'  1/week :  plane shift  (willing creatures only) \n'b'\n'b'  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\xe2\x80\x99s duration so long as at least three of the caulborn involved continue to join hands and concentrate. \n'b'  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\xe2\x80\x99s  Intelligence  score, but can\xe2\x80\x99t sense anything else about it. A creature protected by a  mind blank  spell, a  nondetection  spell, or similar magic can\xe2\x80\x99t be perceived in this manner. \n'b'  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. \n'b'  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. \n'b'  Intellect Fortress . So long as the caulborn is wearing no armour it may add its  Intelligence  modifier to its AC. \n'b'  Magic Resistance . The caulborn has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The caulborn makes one bite and two claw attacks. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one creature.  Hit : 3 (1d6) piercing damage and 15 (2d10 + 4) psychic damage. \n'b'  Claw .  Melee Weapon Attack : +7 to hit, reach 5 ft., one creature.  Hit : 3 (1d6) slashing damage 9 (1d10 + 4) psychic damage. \n'b'\n'b' ABOUT \n'b' 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. \n'b' 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\xe2\x80\x99s 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.'