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PFS StandardCaligni Hunter

Although caligni hunters are often pressed into leading their skulker kin, most hunters prefer to wander the Darklands or raid the surface free from those responsibilities. Their preferred assaults are usually done by solo caligni hunters or in small groups of two or three.

Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

Caligni HunterCreature 4

Medium Caligni Humanoid 
Source Monster Core pg. 49
Perception +10; greater darkvision, light blindness
Languages Caligni, Sakvroth
Skills Acrobatics +13, Athletics +8, Stealth +13, Survival +12, Thievery +11
Str +2, Dex +5, Con +2, Int -1, Wis +2, Cha +1
Items darkening poison (6 doses), leather armor, shortsword (2)
AC 21; Fort +10, Ref +13, Will +8
HP 60 (final fate)
Final Fate (occult, spirit) When the hunter dies, their soul leaves their body in an explosion of spiritual energy. All creatures in a 20-foot burst take 5d6 spirit damage (DC 19 basic Will save). The hunter's possessions are left in a pile where they died.
Speed 25 feet
Melee [one-action] shortsword +13 [+9/+5] (agile, finesse, versatile S), Damage 1d6+7 piercing plus darkening poisonOccult Innate Spells DC 19; 2nd darkness (at will), see the unseen (at will); Cantrips (2nd) figment
Double Slice [two-actions] The caligni hunter makes two Strikes against the same target, one with each of their shortswords. The hunter combines the damage of any attacks that hit and applies precision damage, resistances, and weaknesses only once. Both attacks count toward the hunter's multiple attack penalty, but the penalty increases only after both attacks.Encircling Command [one-action] (auditory) Each caligni skulker within 30 feet of the hunter can Step. Each skulker can benefit from Encircling Command only once per round.Sneak Attack The caligni hunter deals 1d6 extra precision damage to off-guard creatures.

All Monsters in "Caligni"

NameLevel
Caligni Dancer1
Caligni Hunter4
Caligni Skulker2

Caligni

Source Monster Core pg. 48
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 gaunt, with pale flesh and white eyes. Many relish the chance to creep above ground at night to steal

Sidebar - Advice and Rules Darkening Poison

Many calignis keep several doses of darkening poison, an uncommon injury poison made from Darklands spider venom, on hand to incapacitate foes. A dose of darkening poison costs 5 gp, is of light Bulk, is held in 2 hands, and has the following statistics.

Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 1d6 poison and creatures you can see only with darkvision are concealed from you (1 round); Stage 3 1d6 poison and creatures you can see only with darkvision are hidden from you (1 round)

Sidebar - Additional Lore The Caligni Legacy

The calignis are descendants of humans who, millennia ago, fled underground to escape a devastating cataclysm and begged for salvation from malevolent, shadowy demigods known only as the Forsaken. The Forsaken warped the refugees into tough survivors, but at a price: every caligni that dies transforms into energy as a scrap of their soul feeds the Forsaken. The Forsaken themselves later vanished despite these offerings, leaving shadowy proxies to shape calignis and their culture.