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Caligni Caller

Creature 6 — caligni, humanoid

FlankerWeaverLANDcalignihumanoidvoid

Although the mysterious demigods known as the Forsaken disappeared eons ago, many calignis continue to follow their ancient traditions of worship. Owbs, once the Forsaken's servants, still respond to caligni prayers. Caligni callers serve as the priests of their communities, calling upon these shadowy owb patrons for guidance, favors, and power. Their most important ceremony, the blanching, determines the potential of most newborn calignis and shapes their eventual forms. Due to their close ti

Source: pathfinder-monster-core-2

Perception +11; greater-darkvision
Languages caligni, sakvroth
Skills arcana +9, intimidation +14, occultism +13, stealth +15
Str
+2
Dex
+5
Con
+1
Int
+1
Wis
+1
Cha
+4
Items Dagger
AC 24 Fort +9 Ref +15 Will +11
HP 80 (death umbra)
Speed 25 feet

Offense

Melee Dagger (agile, finesse, versatile-s) +15, Damage 1d4+4 piercing plus 1d6 void

Abilities

Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Death Umbra (darkness) — When the caller dies, an explosion of shadow devours their body. Each creature in a 10-foot emanation must attempt a DC 22 Fortitude save.

Critical Success The creature is unaffected.

Success The creature is Enfeebled 1 for 1 minute.

Failure The creature is Enfeebled 2 and Slowed 1 for 1 minute.
Light Blindness — When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.
Sneak Attack — The caller deals an additional 2d6 precision damage to Off-Guard creatures.
Occult Innate Spells DC 24, attack +16
5th Umbral Journey
3rd Chilling Darkness (×2)
2nd Darkness, Darkness (At Will)
1st Grim Tendrils (×3)
Cantrips (5th) Detect Magic, Void Warp

WORKS WELL WITH

AnvilLANDA durable front-liner holds enemy attention so the caller can slip to a flank and land precision damage against an Off-Guard target.
SnareLANDA controller that pins a target guarantees the positioning this dagger-wielder needs to keep dealing precision damage.
AnvilLANDA frontline defender buys the time this caster needs to bring occult magic to bear from behind the line.

PUNISHES

✖ isolated targets✖ low AC✖ static formations
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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