Dark folk Edit Dark folk are descendants of Azlanti survivors who fled into the Darklands following Earthfall. During the Age of Darkness they split into two morphologically distinct groups: the smaller, and more numerous dark creepers, and their leaders, the dark stalkers. Their skin is bleached gray, deepening to obsidian at the extremities. Caligni age at the same rate as half-elves, and don't typically breed true, instead giving birth to more common dark folk types—typically dark creepers. Most caligni adventurers become rogues and slayers, adopting the training of their dark creeper and dark stalker brethren.
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Caligni 3 is both an ancient umbrella term for the humanoids that surface-dwellers call dark folk, 4 as well as a word that specifically refers to genetic throwbacks among their kind who more closely resemble their Azlanti ancestors. 5. Appearance. Dark folk, although separated into distinct forms, share certain characteristics. All are dirty humanoid creatures, although stalkers are taller. CN Medium humanoid ( dark folk) Init +4; Senses see in darkness; Perception +8 DEFENSE AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 natural) hp 39 (6d8+12) Fort +4, Ref +9, Will +2 Weaknesses light blindness OFFENSE Speed 30 ft. Melee 2 short swords +6/+6 (1d6+2 plus poison/19-20) Special Attacks death throes, sneak attack (+3d6) Dark folk are reclusive subterranean humanoids with an aversion to light. Skip to Main Content. Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others.. Pathfinder: Player Core + Second. Dark Folk Source Pathfinder RPG Bestiary pg. 53 Note from Nethys: This family represents a group of similar monsters. No official description was provided. Members Caligni (CR 1/2), Dark Caller (CR 5), Dark Champion (CR 5), Dark Creeper (CR 2), Dark Dancer (CR 1), Dark Empath (CR 2), Dark Slayer (CR 3), Dark Stalker (CR 4)
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Caligni rogue 1 CN Medium humanoid (dark folk) Init +7; Senses see in darkness; Perception +3 Defense AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex) hp 12 (1d8+4) Fort +3, Ref +5, Will -1 Weaknesses light sensitivity Offense Speed 30 ft. Melee short sword +1 (1d6+1/19-20) Ranged dart +3 (1d4+1) Special Attacks death throes, sneak attack +1d6 Dark Folk, Dark Stalker This tall humanoid's pale brow and black, soulless eyes are all that can be seen above a black scarf wrapped around its face. Dark Stalker CR 4 Source Pathfinder RPG Bestiary pg. 54 XP 1,200 CN Medium humanoid (dark folk) Init +4; Senses see in darkness; Perception +8 Defense Dark Folk, Dark Champion This gaunt humanoid's body is entirely cased in black plate armor. Its open-faced helm reveals its pale skin and shallow, fleshy hollows where its eyes should be. Dark Champion CR 5 Source Cradle of Night pg. 62 XP 1,600 LE Medium humanoid (dark folk) Init +1; Senses blindsight 90 ft.; Perception +8 Defense CE Small humanoid (dark folk) Init +4; Senses detect magic, see in darkness; Perception +4 Defense AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) hp 22 (4d8+4) Fort +2, Ref +8, Will +1 Weaknesses light blindness Offense Speed 30 ft. Melee kukri +8 (1d3-1/18-20 plus black smear poison)
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ECOLOGY. Environment any underground Organization solitary, gang (1 dark slayer and 2-5 dark stalkers), or clan (20-80 dark creepers plus 1 dark stalker or dark slayer per 20 dark creepers) Treasure standard (kukri, black smear [2 doses], other gear) . Dark slayers are relatively rare sub-race of the dark folk imbued with malign energies that grant them a suite of deadly spell-like abilities. Caligni: The name "caligni" is an ancient term for the races now collectively known as dark folk, sometimes still used by dark folk communities to refer to themselves. Catfolk: A race of graceful explorers, catfolk are both clannish and curious by nature. They tend to get along with races that treat them well and respect their boundaries.
CN Small humanoid ( dark folk) Init +4; Senses see in darkness; Perception +4 DEFENSE AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size) hp 13 (2d8+4) Fort +2, Ref +7, Will +0 Weaknesses light blindness OFFENSE Speed 30 ft. Melee club +2 (1d4) or dagger +6 (1d3/19-20 plus poison) CE Medium humanoid ( dark folk) Init +3; Senses detect magic, see in darkness; Perception +8 DEFENSE AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural) hp 52 (8d8+16) Fort +4, Ref +9, Will +3 Weaknesses light blindness OFFENSE Speed 30 ft. Melee mwk dagger +10/+5 (1d4+2/19-20 plus black smear poison)
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Dark Stalker. This tall humanoid's pale brow and black, soulless eyes are all that can be seen above a black scarf wrapped around its face. The strange and mysterious dark stalkers are the undisputed leaders of dark folk society. Deep underground, these creatures dwell in strange villages (some rumors suggest entire cities) built of stone and. Dark folk, also known as caligni, are shrouded in mystery and often overlooked: while they're far from being no-names, the dark folk are hardly the first thing that springs to mind when one thinks of Pathfinder's humanoid creatures. That's quite unfortunate, as the dark folk and the lore surrounding them hit that sweet balance between.