A small innocent child, seemingly confused or lost, stands in front of you.
|Memory Child||CR 6|
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.
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.
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.
Organization solitary or gang (2-4)
A memory child is an extraplanar being from an unknown plane of existence whose sole purpose is the harvesting and collecting of memories from all of those it encounters. Such memories function as food for the memory child (though it retains all memories collected; that is, they are not actually devoured and do not disappear). Memory children take delight in traveling to the Material Plane and so are most often encountered there, especially in places where intelligent creatures reside such as cities and towns.
A memory child waits until the perfect moment to use its abilities. It rarely if ever engages in melee, preferring to flee rather than engage a foe in combat. If possible, it uses its special abilities to make such combat unnecessary.
To the observer, a memory child looks exactly like an ordinary child (male or female) about 7 or 8 years old with delicate features, pale skin, and innocent eyes of blue (all memory children have blue eyes). Regardless of its actual age, a memory child never seems to grow up or grow old.
Memory Child from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.