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Caligni CallerCreature 6


UncommonCEMediumCaligniHumanoid
Source Pathfinder Bestiary 3
Perception +11 (greater darkvision)
Languages Caligni, Undercommon
Skills Arcana +9, Intimidation +14, Occultism +13, Stealth +15
Str +2, Dex +5, Con +1, Int +1, Wis +1, Cha +4

AC 24; Fort +9; Reflex +15; Will +11;
HP 70 (death umbra)
Speed 25 feet

Dagger One Action +15 (+11, +7) to hit (agile, finesse, versatile s) 1d4+4 Piercing + 1d6 Negative

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Death Umbra (darkness)

When the caller dies, an explosion of shadow devours their body. Each creature in a 10-foot emanation must attempt a DC 22 fortitude save.


Critical Success The creature is unaffected.

Success The creature is Enfeebled 1 for 1 minute.

Failure The creature is Enfeebled 2 and Slowed 1 for 1 minute.

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Sneak Attack

The caller deals an additional 2d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.


Occult Innate Spells (DC 24, +16 to hit)

Cantrips (3rd Level): Chill Touch, Detect Magic
1st Level: Grim Tendrils
2nd Level: Darkness, Darkness (At Will)
3rd Level: Chilling Darkness
5th Level: Shadow Walk

Rituals

3rd Level: Owb Pact


Although the mysterious demigods known as the Forsaken disappeared eons ago, many calignis continue to follow their ancient traditions of worship.

Owbs, once the Forsaken's servants, still respond to caligni prayers. Caligni callers serve as the priests of their communities, calling upon these shadowy owb patrons for guidance, favors, and power. Their most important ceremony, the blanching, determines the potential of most newborn calignis and shapes their eventual forms.

Due to their close ties to the malevolent owbs, most callers exhibit cruel and inscrutable natures. They often lead caligni enclaves alongside caligni stalkers as spiritual advisors. Callers tend to be highly superstitious, seeing omens everywhere, and they avoid revealing details of their rituals even to other calignis.


Each individual in caligni society serves a specific role. At times, certain roles so rarely find suitable candidates that a community might only see a few individuals fill them in an entire generation.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.