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Caligni SlayerCreature 3

Source Pathfinder Bestiary 2
Perception +8 (greater darkvision)
Languages Caligni, Undercommon
Skills Acrobatics +9, Arcana +10, Athletics +7, Occultism +10, Stealth +10
Str +1, Dex +4, Con +1, Int +2, Wis +0, Cha +2

AC 19; Fort +9; Reflex +12; Will +6;
HP 45 (death implosion)
Speed 25 feet

Kukri One Action +11 (+7, +3) to hit (agile, finesse, trip) 1d6+3 Slashing

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 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.

At-Will Spells

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

Death Implosion (sonic)

When the caligni slayer dies, their body implodes violently into nothingness, dealing 3d10 sonic damage to creatures in a 10-foot emanation. Each creature in the area must attempt a DC 20 fortitude save.

The slayer's gear and treasure are unaffected by the implosion and are left in a pile where they died.

Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is Deafened for 1 minute.

Critical Failure The creature takes double damage and is deafened for 24 hours.

Call to Blood Two Actions (enchantment, mental, occult)

Each caligni within 30 feet gains a +2 status bonus to attack rolls against Flat-Footed creatures. This bonus lasts for 1 minute.

Effect: Call to Blood

Soul Harvest (necromancy)

The caligni slayer deals an additional 2d6 negative damage to Flat-Footed creatures.

Occult Innate Spells (DC 20, +12 to hit)

Cantrips (2nd Level): Chill Touch, Daze, Detect Magic, Shield
1st Level: Phantom Pain
2nd Level: Darkness (At Will), Death Knell, Spectral Hand

Caligni slayers possess greater occult talents than others of their kind. In most other calignis, the power bartered from the long-lost demigods known as the Forsaken merely burns within. But in caligni slayers, this power is a deep and terrible hunger. Slayers embrace their evil impulses as a result, and they seek to feed on others with their soul harvest ability to keep this supernatural hunger sated. Slayers denied the opportunity to feed descend into paranoia and, eventually, murderous rage.

Delayed feeding improves but never fully restores their composure and patience. Perhaps the greatest manifestation of a slayer's hunger appears at the moment of their death. Upon its last breath, a slayer collapses into itself in a violent, lightless implosion, rather than the blinding eruption of other calignis' deaths, consuming the body itself in a final attempt at satiation.

Slayers view themselves as the cleverest and most gifted of the calignis. They seethe with ill-concealed envy at the position of power caligni stalkers occupy, ever scheming to displace them and claim that power for their own. For their part, stalkers tolerate these machinations as an acceptable price for the talents slayers contribute to an enclave. If necessary, any slayer who grows too ambitious can become a brave sacrifice in battle, for the good of the enclave. In physical stature, slayers fall between the willowy caligni dancers and the diminutive creepers. Stalkers tower above most slayers-yet another source of slayers' envy and resentment.



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