Caligni VanguardCreature 5
Source Pathfinder Bestiary 3
Perception +13 (echolocation 60 feet, no vision)
Languages Caligni, Undercommon
Skills Athletics +14, Stealth +8
Str +5, Dex -1, Con +3, Int +1, Wis +4, Cha +1
AC 24; Fort +14; Reflex +8; Will +11;
HP 50 (death blaze)
Speed 25 feet
Immunities visual
Weaknesses Sonic 5
Resistances Slashing 5
Greatsword +16 (+11, +6) to hit (versatile p) 1d12+8 Slashing
Composite Longbow +10 (+5, +0) to hit (deadly d10, range increment 100, volley 30) 1d8+5 Piercing
Echolocation 60 feet
A caligni vanguard can use their hearing as a precise sense at the listed range.
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.
Death BlazeWhen the vanguard dies, their body combusts in a blaze of fire and armor shrapnel.
All creatures within a 10-foot emanation take 3d6 fire damage and 3d6 piercing damage (DC 19 basic reflex save).
The vanguard's armor is destroyed in the blaze, but their other gear is unaffected and left in a pile where they died.
Call to Arms (auditory, mental)Each caligni within 30 feet of the vanguard gains the Attack of Opportunity reaction until the end of the vanguard's next turn. Once a caligni has used this Attack of Opportunity, that caligni is temporarily immune to the same vanguard's Call to Arms for 10 minutes.
Shadowed Blade (darkness)The vanguard makes a melee Strike, channeling shadowy essence into their weapon or unarmed attack to envelop the target. If the Strike hits, the target must succeed at a DC 19 fortitude save or become Blinded until the end of its next turn.
Caligni children born without eyes-an extremely rare occurrence-are considered sacred to their communities. From a young age, they're set aside and groomed to become caligni vanguards, dedicated to rigorous martial training and mental strictures. Other calignis revere vanguards' discipline and combat skill, but wary caution always tinges such respect, as they often have inscrutable motives. Vanguards almost never rebel against their duties or their established role in the community; some claim that those who do are taken by the owbs.
A vanguard's armor is fused to their body in pieces, and they rarely remove those elements that aren't. This armor plating and vanguards' keen sense of hearing render them particularly sensitive to sonic vibrations, which serves as both an asset and a vulnerability.
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
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.