Caligni Slayer

CREATURE 3

uncommon ce small caligni humanoid 

Perception +8; greater darkvision

Languages Caligni, Undercommon

Skills Acrobatics +9, Arcana +10, Athletics +7, Occultism +10, Stealth +10

Str +1 Dex +4 Con +1 Int +2 Wis +0 Cha +2

Items black smear poison (2 doses; see below), kukri

Light Blindness

AC  19; Fort +9, Ref +12, Will +6

HP 45

Death Implosion (sonic) When the caligni slayer dies, their body implodes violently into nothingness, dealing 3d10 sonic damage to creatures in a 10-foot burst. Each creature in the area must attempt a DC 20 Fortitude save. The slayer's gear and treasure are unaffected by the implosion and are left in a pile where they died. Critical Success The creature is unaffected.Success The creature takes half damage.Failure The creature takes full damage and is deafened for 1 minute.Critical Failure The creature takes double damage and is deafened for 24 hours.

Speed 25 feet

Melee [>] kukri +11 (agile, finesse, trip), Damage 1d6+3 slashing plus black smear poison

Occult Innate Spells DC 20, attack +12; 2nd darkness (at will), death knell, phantom pain, spectral hand; Cantrips (2nd) chill touch, daze, detect magic, shield

Black Smear Poison (poison) See Bestiary 51 for full details on this alchemical poison. Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 As stage 1 (1 round); Stage 3 1d6 poison damage and enfeebled 2 (1 round)

Call to Blood [>>] (enchantment, mental, occult) Each caligni within 30 feet gains a +2 status bonus to attack rolls against flat-footed creatures. This bonus lasts for 1 minute.

Soul Harvest (necromancy) The caligni slayer deals an additional 2d6 negative damage to flat-footed creatures.

Bestiary 2, page 46.

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