CalikangCreature 12
Source Pathfinder Bestiary 3
Perception +22 (darkvision, true seeing)
Languages Common, Jotun
Skills Athletics +25, Intimidation +24
Str +7, Dex +4, Con +5, Int -2, Wis +2, Cha +4
AC 31; Fort +23; Reflex +22; Will +20; +1 status to all saves vs. magic
HP 235
Speed 35 feet
Immunities electricity
Longsword +28 (+23, +18) to hit (magical, reach 10, versatile p) 2d8+15 Slashing
Fist +25 (+21, +17) to hit (agile, nonlethal, reach 10) 3d8+13 Bludgeoning
Darkvision
A monster with 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 monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Suspended Animation (concentrate)By concentrating for 5 minutes, the calikang can enter a state of suspended animation, freezing in place and becoming motionless but remaining aware of their surroundings.
While in this state, the calikang gains a +4 status bonus to Fortitude saves; doesn't age; and is immune to disease, inhaled toxins, poison, starvation, and thirst.
The calikang can exit suspended animation as a free action. If they exit this state to attack, the calikang gains a +2 circumstance bonus to their initiative roll.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. MagicEnergy Conversion (abjuration, arcane)Whenever the calikang is hit by an electricity spell's attack roll or rolls a successful save against a spell that deals electricity damage, they absorb the energy.
This heals the calikang for an amount of HP equal to quadruple the spell's level and recharges their Breath Weapon. A calikang can't absorb their own spells this way.
Breath Weapon (arcane, evocation)Frequency once per day.
Effect The calikang breathes a blast of energy that deals 13d6 energy damage to creatures in a 60-foot line (DC 28 basic Reflex save). The calikang can choose the damage type each time: acid, cold, electricity, fire, or sonic.
Increase the die size to d8 if the calikang chooses electricity.
- 13d6 acid damage (DC 28 basic reflex save)
- 13d6 cold damage (DC 28 basic reflex save)
- 13d8 electricity damage (DC 28 basic reflex save)
- 13d6 fire damage (DC 28 basic reflex save)
- 13d6 sonic damage (DC 28 basic reflex save)
The calikang makes up to two longsword Strikes and up to four fist Strikes. Each Strike must be against a different target.
These attacks count toward the calikang's multiple attack penalty, which doesn't increase until after all the attacks are complete.
For 1 round, the calikang gains a circumstance bonus to their AC equal to the number of Strikes they choose not to take, to a maximum of +4 for taking only two Strikes.
Effect: Sixfold Flurry
Arcane Innate Spells (DC 28, +20 to hit)
1st Level: Magic Weapon (At Will)
6th Level: Chain Lightning, True Seeing (Constant)
Calikangs are giant, blue-skinned, six-armed guardians of ancient tombs and treasuries. They each feel a deep, inherent drive to protect and guard, making them highly sought after as wardens and bodyguards. Because most serve as solitary guardians, few calikang societies exist.
Calikangs' unique physiologies enable them to absorb and manipulate electrical magic as well as other energies. They can live for 200 years-though they can further extend their lives via suspended animation. For this reason, many are chosen to guard tombs or other sealed sites where living guardians would perish and constructs would deteriorate.
Traits
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.