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Caligni Dark Gang

by JMTyranny
The most common grouping of Caligni found outside their settlements.

Composition

Manpower

3-6 Caligni warriors led by a Sergeant
  • Bandit Gang- 4 Dark Creeperstats
    CR 2

    Dark Creeper

    Rogue 1 CE M Humanoid, Caligni
    Initiative: +3 Senses: see in darkness; Perception +4

    Filthy, reeking black rags wrap this small humanoid from head to toe, leaving only its hands and pale white nose visible.

    Defense

    AC: 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
    HP: 19 3d8+6
    Fortitude: +3 Reflex: +6 Will: +1
    Weaknesses: light blindness

    Offense

    Speed: 30ft
    Melee: dagger +6 piercing 19–20 plus poison
    Special Attacks: death throes , sneak attack
    Spell-like Abilities: (CL 3rd)   At will—darkness, detect magic

    Statistics

    Str 11 , Dex 17 , Con 14 , Int 9 , Wis 10 , Cha 8 ,
    Base Attack: BAB +2 CMB: +1 CMD: 14
    Feats: SSkill Focus (Sleight of Hand), Weapon Finesse
    Skills: Climb +8 , Perception +4 , Sleight of Hand +7 , Stealth +12 ;
    Racial Modifiers: +4 Climb, +4 Perception, +4 Stealth
    Languages: Caligni
    SQ: Poison Use (Ex) Dark creepers are skilled in the use of poison and never risk accidentally poisoning themselves. Dark creepers favor a foul-smelling black paste distilled from certain deep-underground fungi known as black smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect STR Damage ; cure 1 save.

    Ecology

    Organization: solitary, pair, gang (3–6), or clan (20–80 plus 1 dark stalker per 20 dark creepers)
    Treasure: dagger, black poison [3 doses], Rag Armor, other gear

     

    and 2 Dark Stalkers
  • stats
    CR 4

    Dark Stalker

    Humanoid, Caligni
    Initiative: +4 Senses: see in darkness; Perception +8

    This tall humanoid’s pale brow and black, soulless eyes are all that can be seen above a black scarf wrapped around its face.

    Defense

    AC: 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 natural)
    HP: 39 6d8+12
    Fortitude: +4 Reflex: +9 Will: +2
    Weaknesses: light blindness

    Offense

    Speed: 30ft
    Melee: 2 short swords +6 / +6 Slashing plus poison/19–20 Str Damage
    Special Attacks: death throes , Sneak Attack
    Space: 5 ft Reach: 5ft
    Spell-like Abilities: (CL 6th)   At will—deeper darkness, detect magic, fog cloud

    Statistics

    Str 14 , Dex 18 , Con 14 , Int 9 , Wis 11 , Cha 13 ,
    Base Attack: BAB +4 CMB: +6 CMD: 20
    Feats: Double Slice, Two-Weapon Fighting, Weapon Finesse
    Skills: Climb +10 , Perception +8 , Sleight of Hand +5 , Stealth +8 ;
    Racial Modifiers: +4 Climb, +4 Perception, +4 Stealth
    Languages: Caligni, Undercommon
    SQ: Death Throes (Su) When a dark stalker is slain, its body combusts in a flash of white-hot flame. This acts like a fireball that deals 3d6 points of fire damage to all creatures within a 20-foot-radius burst. A DC 15 Reflex save halves this damage. A dark stalker’s gear and treasure are unaffected by this explosion. This save is Constitution-based. Poison Use (Ex) Dark stalkers are skilled in the use of poison and never risk accidentally poisoning themselves. Like their diminutive kin, the dark creepers, dark stalkers use black poison on their weapons and generally carry six doses on them. Black Smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC is Constitution-based. See in Darkness (Su) A dark stalker can see perfectly in darkness of any kind, including that created by deeper darkness.

    Ecology

    Organization: solitary, gang (1 dark stalker and 2–5 dark creepers), or clan (20–80 dark creepers plus 1 dark stalker per 20 dark creepers)
    Treasure: xp 1200, leather armor, short swords [2], black smear [6], other treasure

    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 fungus in remote caverns where they are served and worshiped by their coarser, diminutive kin, the dark creepers. Dark stalkers come to the surface rarely, but when they do it is on a mission, and with a force of creatures such that it never ends well for those they seek to rob or torment.   Dark stalkers are tall, frail humanoids with incredibly pale skin. They constantly wear multiple layers of dark cloth and black leather armor, yet unlike their lesser kin, a dark talker’s garb is always clean and spotless. Each dark stalker carries a pair of short swords—they prefer these weapons to all others. Dark stalkers are 6 feet tall and weigh 100 pounds.   In a fight, dark stalkers are not above sacrificing lesser creatures, including dark creepers, to win the day or cover their retreat if things go poorly. They hate well-lit areas and always prefer to fight under the cover of deeper darkness. Dark stalkers rarely fight to the death if it can be avoided, preferring to slip away if things begin to look grim.   The origins of the dark stalkers and the dark creepers are shrouded in mystery, made more difficult to decipher by the fact that the dark stalkers do not keep records of their history. Many scholars believe that, just as the drow descended from elves, so too must the dark folk have descended from humanity, their eerie powers and spell-like abilities the result of generation upon generation of devotion to profane and sinister magic. Alas, the truth of the race’s history may never be known.

Structure

Gangs typically operate autonomously, raiding and ambushing for their own profit.

Tactics

Caligni open ambushes with sneak attacks. They usually maintain sneak attacks by using their darkness spells.
Type
Militia
Overall training Level
Untrained
Assumed Veterancy
Recruit
Parent Formation

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