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There is a Legacy version here.

Caligni Vanguard

Caligni children born without eyes—a rare occurrence—are considered sacred to their communities. From a young age, they're trained to become caligni vanguards, dedicated to a rigorous martial regimen and mental strictures. Other calignis revere vanguards' discipline and combat skill, but this respect is tinged with wary caution, as caligni vanguards often have inscrutable motives. Vanguards almost never rebel against their duties or their established role in the community; some claim that those who do are taken by the owbs.

A vanguard's armor is fused to their body in pieces, and they rarely remove the elements that aren't. This armor plating and vanguards' keen sense of hearing render them particularly sensitive to sonic vibrations, which serves as both an asset and vulnerability.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

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

Elite Caligni VanguardCreature 6

Uncommon Medium Caligni Humanoid 
Source Monster Core 2 pg. 64
Perception +15; echolocation 60 feet, no vision
Languages Caligni, Sakvroth
Skills Athletics +16, Stealth +10
Str +5, Dex -1, Con +3, Int +1, Wis +4, Cha +1
Echolocation A caligni vanguard can use their hearing as a precise sense at the listed range.
Items composite longbow (40 arrows), full plate (see death blaze), greatsword
AC 26; Fort +16, Ref +10, Will +13
HP 70; Immunities visual; Weaknesses sonic 5
Resistances slashing 5Death 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 damage and 3d6 piercing damage (DC 21 basic 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 [reaction]
Speed 25 feet
Melee [one-action] greatsword +18 [+13/+8] (versatile P), Damage 1d12+2+8 slashingRanged [one-action] composite longbow +12 [+7/+2] (deadly d10, range increment 100 feet, volley 30 feet), Damage 1d8+2+5 piercingCall to Arms [one-action] (auditory, mental) Each caligni within 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 [two-actions] (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 21 Fortitude save or become blinded until the end of its next turn.

Sidebar - Additional Lore Vanguard Training

As soon as a caligni vanguard is old enough to hold a weapon, they're immersed in an intensive training regimen that emphasizes austerity, asceticism, and heavy armor prowess. Though initially painful, the fusion of their armor to their bodies serves as a reminder of their responsibilities, and they eventually grow accustomed to the sensation.

All Monsters in "Caligni"

NameLevel
Caligni Assassin8
Caligni Caller6
Caligni Dancer1
Caligni Hunter4
Caligni Skulker2
Caligni Slayer3
Caligni Vanguard5

Caligni

Source Monster Core pg. 48 1.1
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 - Additional Lore Caligni Faiths

Some calignis have abandoned their traditional faith in favor of more active deities; evil individuals favor Norgorber or Zon-Kuthon, while the less malevolent might follow Nocticula or Pharasma. Perhaps unexpectedly, Desna also has a small caligni following, particularly among those who frequently travel.

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.

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