Caligni Skulker (BB)Creature 2
Source Pathfinder Beginner Box
Perception +8 (darkvision)
Languages none
Skills Acrobatics +8, Athletics +4, Stealth +10, Thievery +8
Str +0, Dex +4, Con +3, Int -1, Wis +2, Cha +1
AC 19; Fort +9; Reflex +10; Will +6;
HP 30
Speed 25 feet
Dagger
+10 (+6, +2) to hit (agile, finesse, versatile s) 1d4+4 PiercingDagger
+10 (+6, +2) to hit (agile, finesse, thrown 10, versatile s) 1d4+4 PiercingLight Blindness
When first exposed to bright light, the caligni can't see until the end of their next turn. All squares are difficult terrain for them, and they take a -4 status penalty to Perception. If they try to attack a creature, the attack fails unless they succeed at a DC 11 flat. Light doesn't blind them again for 1 hour.
Final NightWhen a caligni skulker dies, their body dissolves fog of inky darkness. All light sources within 20 feet are extinguished. Any light spells in the area go out for 1 round.
Darkening Poison
(poison)The next time the skulker deals damage with a dagger Strike, the target must succeed at a DC 16 fortitude save or take 1d8 poison damage and treat all creatures as Concealed for 1 round.
Sneak AttackThe caligni skulker deals an extra 1d6 damage to creatures that have the Off-Guard condition.
Caligni lurk in subterranean cities, and they relish the chance to creep above ground at night to steal resources, spy on surface dwellers, or simply cause mischief.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
CaligniThese subterranean people have darkvision, and some have powers to create darkness.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.