Caligni Skulker (BB)

Level 2
Creature· caligniMediumRemaster
AC
19
HP
30
Speed
25 ft.
Perception
+8
Fort
+9
Ref
+10
Will
+6
Senses darkvision
Skills stealth +10, acrobatics +8, thievery +8, athletics +4
Recall Knowledge DC 16 (society)

Attacks

Melee Dagger +10 (agile, finesse, versatile-s), Damage 1d4+4 piercing
Melee Dagger +10 (agile, finesse, thrown 10 ft., versatile-s), Damage 1d4+4 piercing

Abilities

Light Blindnessinteraction

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 Night

When a caligni skulker dies, their body dissolves fog of inky darkness. All light sources within 20-foot area are extinguished. Any light spells in the area go out for 1 round.

Darkening 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 Attack

The 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.