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Memory Child

A small innocent child, seemingly confused or lost, stands in front of you.

Memory Child CR 6

XP 2,400
N Small outsider (extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +15


AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 68 (8d10+16 plus 8)
Fort +8, Ref +6, Will +10
DR 10/silver


Speed 30 ft.
Melee touch +9 (1d4 plus thought consumption)
Special Attacks mind flood
Spell-Like Abilities (CL 10th)

Constant--detect thoughts (DC 12)


Str 10, Dex 14, Con 14, Int 12, Wis 15, Cha 11
Base Atk +8; CMB +7; CMD 19
Feats Alertness, Iron Will, Lightning Reflexes, Toughness
Skills Diplomacy +4, Disguise +5, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (planes) +12, Perception +15, Perform (oratory) +11, Sense Motive +4, Stealth +15, Survival +3
Languages Celestial, Common; telepathy 100 ft.


Mind Flood (Su)

As a standard action and by touching an opponent, a memory child floods the opponent's mind with every single thought the child has ever collected from those that have come into contact with it. This effect overloads the opponent's brain dazing it for 1d6+2 rounds and confusing it for 1 hour (treat as a confusion spell, caster level equals the memory child's Hit Dice). A successful DC 16 Will save negates the stunning effect and reduces the confusion effect to 1 minute. The save DC is Constitution-based. This ability is always active but can be suppressed or restarted by the memory child as a free action.

Thought Consumption (Su)

A memory child can drain an opponent's thoughts and memories by touch. (The opponent retains its memories; the memory child just copies them). By making a successful melee touch attack, a memory child deals 1d4 points of Intelligence damage to its opponent. A memory child must consume at least 4 points of Intelligence each day or it suffers the effects of starvation.

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