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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

CalikangCreature 12

UncommonLNLargeHumanoid
Source Pathfinder #149: Against the Scarlet Triad pg. 84
Perception +20; darkvision, true seeing
Languages Common, Jotun
Skills Athletics +25, Intimidation +24
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 35, Fort +23, Ref +22, Will +20; +1 status to all saves vs. magic
HP 235; 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 Single ActionSingle Action longsword +28 (magical, reach 10 feet, versatile P), Damage 2d8+15 slashingMelee Single ActionSingle Action fist +25 (agile, reach 10 feet, nonlethal), Damage 3d8+13 bludgeoningArcane Innate Spells DC 28; 6th chain lightning; 1st magic weapon (at will); Constant (6th) true seeing
Breath Weapon Two ActionsTwo 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 28 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 ActionsTwo 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.

Sidebar - Additional Lore Calikang Origins

Legend holds that an ancient god failed to protect an important treasury, and in shame he severed the fingers from his hand and cast them down upon the world. Calikangs arose from these severed remains, and as penance, they have sought to protect worldly holdings from robberies or invasions ever since.