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CalmontCreature 3

Source Pathfinder #145: Hellknight Hill
Perception +6 (keen eyes)
Languages Common, Goblin, Halfling
Skills Acrobatics +9, Athletics +7, Lore +8, Deception +7, Intimidation +7, Lore +4, Society +7, Stealth +11, Thievery +11
Str +2, Dex +4, Con +1, Int -1, Wis -1, Cha +2

AC 20; Fort +6; Reflex +11; Will +6;
HP 35
Speed 25 feet

Dagger One Action +9 (+5, +1) to hit (agile, finesse, versatile s) 1d4+4 Piercing
Shortbow One Action +9 (+4, -1) to hit (deadly d10, range increment 60, reload 0) 1d6 Piercing
Dagger One Action +9 (+5, +1) to hit (agile, thrown 10, versatile s) 1d4+4 Piercing

Keen Eyes

Calmont's eyes are sharp, allowing him to make out small details about Concealed or even Invisible creatures that others might miss. He gains a +2 circumstance bonus when using the Seek action to find Hidden or Undetected creatures within 30 feet of him. When Calmont target an opponent that is concealed from him or hidden from him, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Deny Advantage

Calmont isn't Flat-Footed to Hidden, Undetected, or flanking creatures of level 3 or lower.

Nimble Dodge Reaction

Trigger A creature targets Calmont with an attack and he can see the attacker.

Requirements Calmont is not Encumbered

Calmont deftly dodges out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Quick Draw One Action

Calmont draws his weapon and attacks with the same motion. He Interacts to draw a weapon, then Strikes with that weapon.

Sneak Attack

Calmont deals 1d6 extra 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.

Surprise Attack

If Calmont used Deception or Stealth for initiative, creatures that haven't acted are Flat-Footed to Calmont on the first round of combat.



A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.


A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.


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