Caligni Hunter
Creature 4 — caligni, humanoid
Although caligni hunters are often pressed into leading their skulker kin, most hunters prefer to wander the Darklands or raid the surface free from those responsibilities. Their preferred assaults are usually done by solo caligni hunters or in small groups of two or three. Calignis lurk in subterranean cities, with each caligni growing into a specific role and form determined by supernatural influences in caligni society. Regardless of their size or role, all calignis are gaunt, with pale fles
Source: pathfinder-monster-core
Perception +10
Skills acrobatics +13, athletics +8, stealth +13, survival +12, thievery +11
Str
+2
Dex
+5
Con
+2
Int
-1
Wis
+2
Cha
+1
AC 21
Fort +10
Ref +13
Will +8
HP 60
Speed 25 feet
Offense
Melee Shortsword +13, Damage 1d6+7 piercing
Abilities
Greater Darkvision — Greater Darkvision
At-Will Spells — At Will Spells
Final Fate (occult, spirit) — When the hunter dies, their soul leaves their body in an explosion of spiritual energy. All creatures in a 20-foot burst take 5d6 spirit damage (DC 19 Will save).
The hunter's possessions are left in a pile where they died.
Light Blindness — Light Blindness
Double Slice — The caligni hunter makes two Strikes against the same target, one with each of their shortswords. The hunter combines the damage of any attacks that hit and applies precision damage, resistances, and weaknesses only once. Both attacks count toward the hunter's multiple attack penalty, but the penalty increases only after both attacks.
Encircling Command (auditory) — Each caligni skulker within 30-foot emanation{30 feet} of the skulker can Step. Each creeper can benefit from Encircling Command only once per round.
Sneak Attack — The caligni hunter deals 1d6 extra precision damage to Off-Guard creatures.
Spells
Darkness (At Will) (rank 2)
See the Unseen (At Will) (rank 2)
Figment (rank 1)
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