Caligni Defender
Level 8Attacks
Abilities
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.
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.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
When the caligni defender rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, any time they gain the Frightened condition, reduce its value by 1.
When the caligni defender dies, their body combusts in a flash of white-hot flame. All creatures in a 20-foot burst take 6d10 fire damage (DC 26 reflex save). Their gear and treasure are unaffected by the flames and are left in a pile where they died.
Many calignis use a debilitating poison crafted from subterranean fungi. 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)
When adjacent to one or more defenders they can see, the defender deals an additional 2d6 damage with their Strikes.