Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(Pathfinder 2e) (Caligni Caller)
Actions/Abilities/Traits: (Pathfinder 2e) (Caligni Caller)
Ability
Critical Success
The creature is unaffected.
Ability
Death Umbra
(darkness) When the caller dies, an explosion of shadow devours their body. Each creature in a 10-foot emanation must attempt a DC 22 Fortitude save.
Ability
Failure
The creature is enfeebled 2 and slowed 1 for 1 minute.
Ability
Occult Innate Spells
DC 24, attack +16; 5th shadow walk; 4th darkness; 3rd chilling darkness (×2), grim tendrils (×3); 2nd darkness (at will); Cantrips (3rd) chill touch, detect magic
Ability
Rituals
DC 24; 3rd owb pact
Ability
Sneak Attack
The caller deals an additional 2d6 precision damage to flat-footed creatures.
Ability
Success
The creature is enfeebled 1 for 1 minute.
Offense
Melee
Circumstance: combat round (melee)
dagger +15 [+11/+7] (agile, finesse, versatile S), Damage 1d4+4 piercing plus 1d6 negative
Trait
Caligni
These subterranean people have darkvision, and some have powers to create darkness.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
dagger
Language
Undercommon
Perception
greater darkvision
Weakness
light blindness

Actions/Abilities/Traits:
(Pathfinder 2e) (Caligni Creeper)
Actions/Abilities/Traits: (Pathfinder 2e) (Caligni Creeper)
Ability
Death Flash
(light) When the caligni creeper dies, their body combusts in a flash of bright light. All creatures in a 10-foot emanation must succeed at a DC 17 Fortitude save or be blinded for 1d6 rounds. Creatures with light blindness who successfully save are still blinded for 1 round. The creeper's gear and treasure are left in a pile where they died. As this isn't a magical effect, the light has no effect within magical darkness.
Ability
Occult Innate Spells
DC 15; 2nd darkness (at will); Cantrips (1st) detect magic
Ability
Sneak Attack
The Caligni Creeper deals 1d6 extra precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
dagger +10 [+6/+2] (agile, finesse, versatile S), Damage 1d4+4 piercing plus black smear poison
Offense
Ranged
Circumstance: combat round (ranged)
dagger +10 [+6/+2] (agile, thrown 10 feet, versatile S), Damage 1d4 piercing plus black smear poison
Trait
Caligni
These subterranean people have darkvision, and some have powers to create darkness.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
black smear poison (3 doses)
dagger
Perception
greater darkvision
light blindness

Actions/Abilities/Traits:
(Pathfinder 2e) (Caligni Dancer)
Actions/Abilities/Traits: (Pathfinder 2e) (Caligni Dancer)
Ability
Dancer's Curse
(curse, enchantment, occult, mental) The caligni dancer touches a foe and curses it. If the target fails a DC 18 Will save, it gains clumsy 1 and stupefied 1. The target is then temporarily immune for 24 hours. These conditions persist until the curse is removed. The victim can attempt a new DC 18 Will save once per hour to end the curse.
Ability
Death Flare
(light) When the dancer dies, their body combusts in a flare of white light. All creatures in a 10-foot emanation must succeed at a DC 17 Fortitude save or be dazzled for 1d4 rounds. Calignis that fail this save are also frightened 1. The dancer's gear and treasure are left in a pile where they died. As this isn't a magical effect, the light has no effect within magical darkness.
Ability
Distracting Frolic
Circumstance: Trigger: An ally within 10 feet of the dancer rolls a saving thro
The target ally can roll the save twice and take the better result.
Ability
Occult Innate Spells
DC 16; Cantrips (1st) counter performance (visual only), inspire courage
Ability
Sneak Attack
The caligni dancer deals 1d6 extra precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
baton +9 [+5/+1] (agile, finesse, shove), Damage 1d4 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
dagger +9 [+5/+1] (agile, thrown 10 feet, versatile S), Damage 1d4 piercing
Trait
Caligni
These subterranean people have darkvision, and some have powers to create darkness.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
baton (light mace)
dagger
Perception
greater darkvision
light blindness

Actions/Abilities/Traits:
(Pathfinder 2e) (Caligni Slayer)
Actions/Abilities/Traits: (Pathfinder 2e) (Caligni Slayer)
Ability
Ability
Light Blindness -
Ability
Black Smear Poison
(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; Stage 3 1d6 poison damage and enfeebled 2 (1 round). See here for full details on this alchemical poison.
Ability
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.
Ability
Critical Failure
The creature takes double damage and is deafened for 24 hours.
Ability
Critical Success
The creature is unaffected.
Ability
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.
Ability
Failure
The creature takes full damage and is deafened for 1 minute.
Ability
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
Ability
Soul Harvest
(necromancy) The caligni slayer deals an additional 2d6 negative damage to flat-footed creatures.
Ability
Success
The creature takes half damage.
Offense
Melee
Circumstance: combat round (melee)
kukri +11 [+7/+3] (agile, finesse, trip), Damage 1d6+3 slashing plus black smear poison
Trait
Caligni
These subterranean people have darkvision, and some have powers to create darkness.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
black smear poison (2 doses; see below)
kukri
Language
Undercommon
Perception
greater darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Caligni Stalker)
Actions/Abilities/Traits: (Pathfinder 2e) (Caligni Stalker)
Ability
Death Flame
(light) When the stalker dies, their body combusts in a flash of white-hot flame. All creatures in a 20-foot burst take 5d6 fire damage (DC 21 basic Reflex save). The stalker's gear and treasure are unaffected by the flames and are left in a pile where they died.
Ability
Double Slice
The caligni stalker makes two Strikes against the same target, one with each of their shortswords. The stalker combines the damage of any attacks that hit and applies precision damage, resistances, and weaknesses only once. Both attacks count toward the stalker's multiple attack penalty, but the penalty increases only after both attacks.
Ability
Encircling Command
(auditory) Each caligni creeper within 30 feet of the stalker can Step. Each creeper can benefit from Encircling Command only once per round.
Ability
Occult Innate Spells
DC 19; 2nd darkness (at will), obscuring mist (at will); Cantrips (2nd) detect magic
Ability
Sneak Attack
The Caligni Stalker deals 1d6 extra precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
shortsword +13 [+9/+5] (agile, finesse, versatile S), Damage 1d6+7 piercing plus black smear poison
Trait
Caligni
These subterranean people have darkvision, and some have powers to create darkness.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
black smear poison (6 doses)
leather armor
shortsword (2)
Language
Undercommon
Perception
greater darkvision
light blindness

Actions/Abilities/Traits:
(Pathfinder 2e) (Caligni Vanguard)
Actions/Abilities/Traits: (Pathfinder 2e) (Caligni Vanguard)
Ability
Attack of Opportunity [Reaction]
Ability
Call to Arms
(auditory, mental) Each caligni within 30 feet of the vanguard gains the Attack of Opportunity reaction until the end of the vanguard's next turn. Once a caligni has used this Attack of Opportunity, that caligni is temporarily immune to the same vanguard's Call to Arms for 10 minutes.
Ability
Death Blaze
When the vanguard dies, their body combusts in a blaze of fire and armor shrapnel. All creatures within a 10-foot emanation take 3d6 fire damage and 3d6 piercing damage (DC 19 basic Reflex save). The vanguard's armor is destroyed in the blaze, but their other gear is unaffected and left in a pile where they died.
Ability
Echolocation
A caligni vanguard can use their hearing as a precise sense at the listed range.
Ability
Shadowed Blade
(darkness) The vanguard makes a melee Strike, channeling shadowy essence into their weapon or unarmed attack to envelop the target. If the Strike hits, the target must succeed at a DC 19 Fortitude save or become blinded until the end of its next turn.
Offense
Melee
Circumstance: combat round (melee)
greatsword +16 [+11/+6] (versatile P), Damage 1d12+8 slashing
Offense
Ranged
Circumstance: combat round (ranged)
composite longbow +10 [+5/+0] (deadly d10, range increment 100 feet, volley), Damage 1d8+5 piercing
Trait
Caligni
These subterranean people have darkvision, and some have powers to create darkness.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
visual
Item
composite longbow (40 arrows)
full plate (see death blaze)
greatsword
Language
Undercommon
Perception
echolocation 60 feet
no vision
Resistance
slashing 5
Weakness
sonic 5