Caligni Vanguard
Creature 5 (uncommon) — caligni, humanoid
AnvilWeaverLANDhumanoidcaligni
Caligni children born without eyes-an extremely rare occurrence-are considered sacred to their communities. From a young age, they're set aside and groomed to become caligni vanguards, dedicated to rigorous martial training and mental strictures. Other calignis revere vanguards' discipline and combat skill, but wary caution always tinges such respect, as they often have inscrutable motives. Vanguards almost never rebel against their duties or their established role in the community; some claim t
Source: pathfinder-monster-core-2
Perception +13; echolocation 60 feet
Languages caligni, sakvroth
Skills athletics +14, stealth +8
Str
+5
Dex
-1
Con
+3
Int
+1
Wis
+4
Cha
+1
Items Composite Longbow, Greatsword, Full Plate (see Death Blaze)
AC 24
Fort +14
Ref +8
Will +11
HP 50 (death blaze)
Immunities visual
Resistances slashing 5
Weaknesses sonic 5
Speed 25 feet
Offense
Melee Greatsword (versatile-p) +16, Damage 1d12+8 slashing
Ranged Composite Longbow (deadly-d10, volley-30) +10, range increment 100 feet, Damage 1d8+5 piercing
Abilities
Echolocation 60 feet — A caligni vanguard can use their hearing as a precise sense at the listed range.
Death Blaze — When the vanguard dies, their body combusts in a blaze of fire and armor shrapnel. All creatures within a 10-foot emanation take 3d6 fire plus 3d6 piercing{3d6 fire damage and 3d6 piercing damage} (DC 19 Reflex save). The vanguard's armor is destroyed in the blaze, but their other gear is unaffected and left in a pile where they died.
Reactive Strike —
Call to Arms (auditory, mental) — Each caligni within 30-foot emanation{30 feet} of the vanguard gains the Reactive Strike reaction until the end of the vanguard's next turn. Once a caligni has used this Reactive Strike, that caligni is temporarily immune to the same vanguard's Call to Arms for 10 minutes.
Shadowed Blade (darkness) — The vanguard makes a melee Strike, channeling shadowy essence into their weapon or unarmed attack to envelop the target. If the Strike hits, the target must succeed at a DC 19 Fortitude save or become Blinded until the end of its next turn.
WORKS WELL WITH
SniperLANDA ranged attacker stays outside Reactive Strike range while the vanguard locks down the melee approach.
FlankerLANDA mobile ally who already drew a Reactive Strike this round can safely move through the vanguard's threatened space to flank.
PUNISHES
✖ melee reliance✖ clumping
Do not cluster allies near the vanguard when it drops; the death blaze punishes anyone adjacent.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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