Caligni Skulker (BB)
Creature 2 — caligni, humanoid
FlankerShadeLANDhumanoid
Caligni lurk in subterranean cities, and they relish the chance to creep above ground at night to steal resources, spy on surface dwellers, or simply cause mischief.
Source: menace-under-otari-bestiary
Perception +8; darkvision
Skills acrobatics +8, athletics +4, stealth +10, thievery +8
Str
+0
Dex
+4
Con
+3
Int
-1
Wis
+2
Cha
+1
Items Dagger
AC 19
Fort +9
Ref +10
Will +6
HP 30
Speed 25 feet
Offense
Melee Dagger (agile, finesse, versatile-s) +10, Damage 1d4+4 piercing
Ranged Dagger (agile, finesse, thrown-10, versatile-s) +10, Damage 1d4+4 piercing
Abilities
Light Blindness — When first exposed to bright light, the caligni can't see until the end of their next turn. All squares are difficult terrain for them, and they take a -4 status penalty to Perception. If they try to attack a creature, the attack fails unless they succeed at a DC 11 Flat. Light doesn't blind them again for 1 hour.
Final Night — When a caligni skulker dies, their body dissolves fog of inky darkness. All light sources within 20-foot emanation{20 feet} are extinguished. Any light spells in the area go out for 1 round.
Darkening Poison (poison) — The next time the skulker deals damage with a dagger Strike, the target must succeed at a DC 16 Fortitude save or take 1d8 poison damage and treat all creatures as Concealed for 1 round.
Sneak Attack — The caligni skulker deals an extra 1d6 damage to creatures that have the Off-Guard condition.
WORKS WELL WITH
AnvilLANDAn Anvil holds enemies in place so the Flanker achieves reliable off-guard for Sneak Attack.
SniperLANDA Sniper forces enemies into defensive repositioning that creates flanking opportunities for the Flanker.
WeaverLANDA Weaver's area control funnels enemies into the Flanker's reach for devastating ambush strikes.
PUNISHES
✖ light dependence✖ positioning neglect
Works well with · Punishes · Pairing advice
Unlock with Tactics
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