Caligni Skulker
Creature 2 — caligni, humanoid
FlankerShadeLANDhumanoidcaligni
Most often found on the surface are caligni skulkers, stealing staple goods and luxuries alike. When pressed into combat by more powerful caligni, skulkers will often be sacrificed in waves to wear down the enemy. Otherwise, skulkers are fairly cautious and prefer to flee unwinnable situations. 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
Source: pathfinder-monster-core
Perception +8; greater-darkvision; light blindness
Languages caligni
Skills acrobatics +8, athletics +4, stealth +10, thievery +8
Str
+0
Dex
+4
Con
+3
Int
-1
Wis
+2
Cha
+1
Items Dagger, Darkening Poison (3)
AC 19
Fort +9
Ref +10
Will +6
HP 30 (final night)
Speed 25 feet
Offense
Melee Dagger (agile, finesse, versatile-s) +10, Damage 1d4+4 piercing plus Darkening Poison
Ranged Dagger (agile, thrown-10, versatile-s) +10, Damage 1d4 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.
Final Night (darkness, occult) — When the caligni skulker dies, their remains dissolve into a 20-foot emanation of inky darkness before dissipating. The darkness extinguishes non-magical light sources and attempts to counteract magical light as a 1st-rank effect with a +10 counteract modifier.
The skulker's possessions are left in a pile where they died.
The skulker'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.
Sneak Attack — The caligni skulker deals 1d6 extra precision damage to Off-Guard creatures.
Tumble Behind — When the caligni skulker Tumbles Through a creature's space, that creature is Off-Guard against the next attack the skulker makes against it before the end of its turn.
WORKS WELL WITH
AnvilLANDA frontline tank keeps enemies engaged while the skulker tumbles through for precision Strikes.
SnareLANDA controller leaves foes Off-Guard, compounding the skulker's precision damage.
PUNISHES
✖ isolated targets✖ low Perception✖ standing still
Light Blindness makes it vulnerable in brightly lit encounters; avoid relying on it in illuminated terrain.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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