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Calikang

The calikangs are giant blue-skinned, six-armed guardians of ancient tombs and treasuries. Their unique physiologies enable them to absorb and manipulate electrical magic, as well as other energies. A calikang can live for 200 years—though it may further extend its life via suspended animation.

Recall Knowledge - Humanoid (Society): DC 32
Unspecific Lore: DC 30
Specific Lore: DC 27

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak CalikangCreature 11

Legacy Content

Uncommon LN Large Humanoid 
Source Pathfinder #149: Against the Scarlet Triad pg. 84, Bestiary 3 pg. 42; There is a more recent version of this monster. Click here to view.
Perception +20; darkvision, true seeing
Languages Common, Jotun
Skills Athletics +23, Intimidation +22
Str +7, Dex +4, Con +5, Int -2, Wis +2, Cha +4
Suspended Animation (concentrate) By spending 5 minutes concentrating, the calikang can enter a state of suspended animation, freezing in place and becoming motionless but remaining aware of its surroundings. While in this state, the calikang gains a +4 status bonus to all Fortitude saves, does not age, and is immune to disease, inhaled toxins, poison, starvation, and thirst. The calikang can exit suspended animation as a free action. If it exits this state to attack, the calikang gains a +4 circumstance bonus to its initiative roll.
Items +1 striking longsword (2)
AC 33; Fort +21, Ref +20, Will +18; +1 status to all saves vs. magic
HP 215; Immunities electricity
Defensive Stance A calikang gains a circumstance bonus to its AC equal to the number of its hands that aren’t wielding weapons, to a maximum of +4 (this bonus is already factored into this calikang’s stats). Energy Conversion (abjuration, arcane) Whenever the calikang is hit by an electricity spell or rolls a successful save against a spell that deals energy damage, it absorbs the energy. This heals the calikang for an amount of HP equal to quadruple the spell’s level, and recharges its Breath Weapon. A calikang can’t absorb its own spells this way.
Speed 35 feet
Melee [one-action] longsword +26 [+21/+16] (magical, reach 10 feet, versatile P), Damage 2d8-2+15 slashingMelee [one-action] fist +23 [+19/+15] (agile, reach 10 feet, nonlethal), Damage 3d8-2+13 bludgeoningArcane Innate Spells DC 26 (-4 dmg); 6th chain lightning; 1st magic weapon (at will); Constant (6th) true seeing
Breath Weapon [two-actions] (acid, arcane, cold, electricity, evocation, fire, sonic) Frequency once per day; Effect The calikang breathes a blast of energy that deals 13d6 energy damage to all creatures in a 60-foot line (DC 26 basic 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 [two-actions] The calikang makes up to six fist Strikes. Each Strike can be against a different target. These attacks count toward its multiple attack penalty, which doesn’t increase until after all the attacks are complete.