Caligni DefenderCreature 8
Source Pathfinder #165: Eyes of Empty Death
Perception +16 (greater darkvision)
Languages Caligni, Undercommon
Skills Acrobatics +17, Athletics +18, Intimidation +16, Stealth +17, Survival +16
Str +4, Dex +5, Con +1, Int -1, Wis +2, Cha +2
AC 28; Fort +13; Reflex +19; Will +16;
HP 125 (death flame)
Speed 25 feet
Shortsword +19 (+15, +11) to hit (agile, finesse, versatile s) 1d6+8 Piercing
Shortbow +19 (+14, +9) to hit (deadly d10, range increment 60, reload 0) 1d6+8 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.
Light BlindnessWhen 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.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
BraveryWhen the caligni defender rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the Frightened condition, reduce its value by 1.
Death Flame (light)When the caligni defender dies, their body combusts in a flash of white-hot flame. All creatures in a 20-foot burst take 6d10 fire damage (DC 26 basic reflex save). Their gear and treasure are unaffected by the flames and are left in a pile where they died.
Black Smear PoisonMany calignis use a debilitating poison crafted from subterranean fungi.
Saving Throw DC 16 fortitude
Maximum Duration 6 rounds
Stage 1 1d6 poison damage and Enfeebled 1 (1 round)
Stage 2 As stage 1
Stage 3 1d6 poison damage, and Enfeebled 2 (1 round)
Shoulder to ShoulderWhen adjacent to one or more defenders they can see, the defender deals an additional 2d6 damage with their Strikes.
Occult Innate Spells (DC 24, +14 to hit)
Cantrips (4th Level): Detect Magic
2nd Level: Darkness (At Will), Obscuring Mist (At Will)
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.