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Caligni CreeperCreature 2

Source Pathfinder Bestiary
Perception +8 (greater darkvision, light blindness)
Languages Caligni
Skills Acrobatics +8, Athletics +4, Stealth +10, Thievery +8
Str +0, Dex +4, Con +3, Int -1, Wis +2, Cha +1

AC 19; Fort +9; Reflex +10; Will +6;
HP 30 (death flash)
Speed 25 feet

Dagger One Action +10 (+6, +2) to hit (agile, finesse, versatile s) 1d4+4 Piercing
Dagger One Action +10 (+6, +2) to hit (agile, thrown 10, versatile s) 1d4 Piercing

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 Flash (light)

When the caligni creeper dies, their body combusts in a flash of bright light.

All creatures in a 10-foot emanation must succeed at a DC 17 fortitude save or be Blinded for 1d6 rounds.

Creatures with Light Blindness who successfully save are still blinded for 1 round.

The creeper's gear and treasure are left in a pile where they died. As this isn't a magical effect, the light has no effect within magical darkness.

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 caligni creeper deals 1d6 extra 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 15, +7 to hit)

Cantrips (1st Level): Detect Magic
2nd Level: Darkness (At Will)

The most widespread of the caligni are the mischievous caligni creepers.

Calignis lurk in subterranean cities, creeping to the surface to steal, stalk, or make mischief. Each caligni serves in a specific role and grows into a specific form as determined by supernatural traditions and influences in caligni society. Regardless of their size or role, all calignis are gaunt, with pale flesh and white eyes. Some surface dwellers call the caligni "dark folk," a term they dislike because it doesn't reflect either their appearance or character, only their environment.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


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