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Caligni AssassinCreature 8


RareMediumCaligniEvilHumanoidShadow
Source Pathfinder #194: Cult of the Cave Worm
Perception +14 (greater darkvision)
Languages Caligni, Sakvroth, Shadowtongue, Shae
Skills Acrobatics +20, Athletics +15, Deception +13, Intimidation +15, Occultism +13, Stealth +20
Str +3, Dex +6, Con +4, Int +3, Wis +2, Cha +1

AC 27; Fort +16; Reflex +18; Will +12;
HP 135
Speed 40 feet

Spiked Gauntlet One Action +21 (+17, +13) to hit (agile, finesse, magical, versatile s) 2d4+9 Piercing
Throwing Knife One Action +19 (+15, +11) to hit (agile, finesse, thrown 20) 1d4+9 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. A creature with greater darkvision can see through even forms of magical darkness.

Shadow Shift

Caligni assassins are Concealed in dim light or darkness even to creatures that can see clearly in those light levels.

Swift Sneak

The assassin can move their full speed while Sneaking.

Countershadow Reaction (darkness, occult)

Trigger A creature within 60 feet casts a light spell


Effect The caligni assassin attempts to counteract the triggering spell. Caligni assassins automatically recognize light spells.

Death Umbral Shroud (darkness, occult)

When a caligni assassin dies, their body disintegrates into a veil of supernatural darkness for 1 round. A 4th-rank Darkness spell appears, centered on the assassin's location, with a counteract DC of 23.

Deny Advantage

The assassin isn't Off-Guard to creatures of 8th level or lower that are Hidden, undetected, flanking, or using surprise attack.

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.

Quick Draw One Action

You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

Shadow Leap Three Actions (darkness, occult, teleportation)

Requirements The assassin is in dim light or darkness


Effect The assassin vanishes into shadow, appearing in a square of dim light or darkness within 60 feet. If the assassin appears adjacent to a creature, they can Strike that creature, otherwise the assassin can Hide.

Sneak Attack

The assassin deals an additional 2d6 precision damage to Off-Guard creatures.

Umbral Veil One Action (darkness)

Requirements The assassin's last action was a successful melee Strike


Effect The assassin extends a tendril of shadow to obscure the target's vision, blinding them for 1 round (DC 23 will negates). On a critical failure, they're blind for 1 minute. Creatures with greater darkvision are immune to this ability.


Lauded and shunned, caligni assassins often become unwitting pawns in clashes between caligni settlements or between rival factions of caligni society.


Calignis often get stereotyped as murderers, but the title of assassin is one of the rarest in their society. Caligni settlements go decades without having offspring born with enough potential. However, once a child shows they have "the gift"; the settlements leaders might give the babe to the owb, who mold and shape the child into an instrument of shadows and death.

Shadowfade

Caligni assassins gain their power from an infusion of planar essence directly from the Netherworld, which the owb help them develop into powerful abilities. This comes at a cost: all caligni assassins eventually succumb to an affliction known as shadowfade. This magical malady causes the caligni's body to painfully warp when concealed in shadows, as the plane's ability to create twisted reflections of reality changes their physical form directly.

Sometimes a caligni assassin will flee home and strike out on their own to avoid becoming a twisted tool for their greedy leaders. Such freelancers are in high demand for those seeking a fatal solution to their own political problems.


Traits

Rare

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.

Caligni

These subterranean people have darkvision, and some have powers to create darkness.

Humanoid

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

Shadow

This magic involves shadows or the energy of the Netherworld.