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Calikang

Creature 12 (uncommon) — humanoid

CrasherShadeLANDhumanoidarcaneelectricity

Calikangs are giant, blue-skinned, six-armed guardians of ancient tombs and treasuries. They each feel a deep, inherent drive to protect and guard, making them highly sought after as wardens and bodyguards. Because most serve as solitary guardians, few calikang societies exist. Calikangs' unique physiologies enable them to absorb and manipulate electrical magic as well as other energies. They can live for 200 years-though they can further extend their lives via suspended animation. For this rea

Source: pathfinder-monster-core-2

Perception +22; darkvision, truesight 60 feet
Languages common, jotun
Skills athletics +25, intimidation +24
Str
+7
Dex
+4
Con
+5
Int
-2
Wis
+2
Cha
+4
Items Longsword (2)
AC 31 Fort +23 Ref +22 Will +20 +1 status to all saves vs. magic
HP 235
Immunities electricity
Speed 35 feet

Offense

Melee Longsword (magical, reach-10, versatile-p) +28, Damage 2d8+15 slashing
Melee Fist (agile, nonlethal, reach-10, unarmed) +25, Damage 3d8+13 bludgeoning

Abilities

Suspended Animation (concentrate) — By concentrating for 5 minutes, the calikang can enter a state of suspended animation, freezing in place and becoming motionless but remaining aware of their surroundings.

While in this state, the calikang gains a +4 status bonus to Fortitude saves; doesn't age; and is immune to disease, inhaled toxins, poison, starvation, and thirst.

The calikang can exit suspended animation as a free action. If they exit this state to attack, the calikang gains a +2 circumstance bonus to their initiative roll.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic
Energy Conversion (arcane) — Whenever the calikang is hit by an electricity spell's attack roll or rolls a successful save against a spell that deals electricity damage, they absorb the energy.

This heals the calikang for an amount of HP equal to quadruple the spell's rank and recharges their Breath Weapon. A calikang can't absorb their own spells this way.
Energy Breath (arcane) — Frequency once per day.
Effect The calikang breathes a blast of energy that deals 13d6 @item.flags.system.rulesSelections.breathWeapon damage to creatures in a 60-foot line (DC 28 Reflex save). The calikang can choose the damage type each time: acid, cold, electricity, fire, or sonic.

Increase the die size to d8 if the calikang chooses electricity.
Sixfold Flurry — The calikang makes up to two longsword Strikes and up to four fist Strikes. Each Strike must be against a different target.

These attacks count toward the calikang's multiple attack penalty, which doesn't increase until after all the attacks are complete.

For 1 round, the calikang gains a circumstance bonus to their AC equal to the number of Strikes they choose not to take, to a maximum of +4 for taking only two Strikes.
Arcane Innate Spells DC 28, attack +20
6th Chain Lightning, Truesight (Constant)
1st Runic Weapon (At Will)

WORKS WELL WITH

AnvilLANDA frontline tank absorbing hits buys time for this striker's motionless ambush to trigger against an unprepared party.
SnareLANDA controller that clusters or immobilizes several targets sets up the line breath and multi-target flurry for maximum value.
SniperLANDA ranged attacker exploits targets left Off-Guard or reeling from the flurry's spread of hits.

PUNISHES

✖ clumping✖ electricity-based tactics✖ low Reflex
Avoid stacking with another Crasher targeting multiple foes; both compete to spread damage across the same limited number of targets.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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