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There is a Legacy version here.

Calikang

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 reason, many are chosen to guard tombs or other sealed sites where living guardians would perish and constructs would deteriorate.

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

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 CalikangCreature 13

Uncommon Large Humanoid 
Source Monster Core 2 pg. 66, Pathfinder #149: Against the Scarlet Triad pg. 84
Perception +24; darkvision, truesight
Languages Common, Jotun
Skills Athletics +27, Intimidation +26
Str +7, Dex +4, Con +5, Int -2, Wis +2, Cha +4
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. A 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.
Items +1 striking longsword (2)
AC 33; Fort +25, Ref +24, Will +22; +1 status to all saves vs. magic
HP 255; Immunities electricity
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 Energy Breath. A calikang can't absorb their own spells this way.
Speed 35 feet
Melee [one-action] longsword +30 [+25/+20] (magical, reach 10 feet, versatile P), Damage 2d8+2+15 slashingMelee [one-action] fist +27 [+23/+19] (agile, nonlethal, reach 10 feet), Damage 3d8+2+13 bludgeoningArcane Innate Spells DC 30 (+4 dmg); 6th chain lightning; 1st runic weapon (at will); Constant (6th) truesight
Energy Breath [two-actions] (arcane) Frequency once per day; Effect The calikang exhales a blast of energy that deals 13d6 energy damage to creatures in a 60-foot line (DC 30 basic Reflex save). The calikang can choose the damage type each time: acid, cold, electricity, fire, or sonic. This ability gains the trait of the chosen damage type. Increase the die size to d8 if the calikang chooses electricity.Sixfold Flurry [two-actions] 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.

Sidebar - Additional Lore Calikang Origins

Legend holds that an ancient Vudrani god failed to protect an important treasury from a raid by asuras. In shame, he severed his fingers and cast them down upon the world. Calikangs arose from the fingers, and, as penance, they've sought to protect worldly holdings from robberies or invasions ever since.

Shelyn's Corner

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