Caligni Hunter
Creature 4 — caligni, humanoid
FlankerShadeLANDcalignilight-sensitive
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; greater-darkvision; light blindness
Languages caligni, sakvroth
Skills acrobatics +13, athletics +8, stealth +13, survival +12, thievery +11
Str
+2
Dex
+5
Con
+2
Int
-1
Wis
+2
Cha
+1
Items Shortsword (2), Leather Armor, Darkening Poison (6)
AC 21
Fort +10
Ref +13
Will +8
HP 60 (final fate)
Speed 25 feet
Offense
Melee Shortsword (agile, finesse, versatile-s) +13, Damage 1d6+7 piercing plus Darkening Poison
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.
At-Will Spells — The monster can cast its at-will spells any number of times without using up spell slots.
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.
The hunter's possessions are left in a pile where they died.
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.
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.
Occult Innate Spells DC 19, attack +11
2nd Darkness (At Will), See the Unseen (At Will)
Cantrips (2nd) Figment
WORKS WELL WITH
AnvilLANDA durable frontline blocker forces enemies to engage in melee, creating the Off-Guard openings this hunter's Sneak Attack needs.
SnareLANDA controller that immobilizes a target lets the hunter's Double Slice land both hits reliably before repositioning.
WeaverLANDA caster inflicting Off-Guard or similar debuffs directly multiplies the hunter's precision damage output.
PUNISHES
✖ isolated targets✖ low Perception✖ clumped low-AC allies
This hunter suffers Light Blindness in bright conditions, so avoid pairing it with allies whose effects would illuminate its own position.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Caligni Hunter in the encounter builder — free, no install.
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