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Aluum EnforcerCreature 10


UncommonNLargeConstructMindless
Source Pathfinder #149: Against the Scarlet Triad
Perception +17 (darkvision)
Languages none
Skills Athletics +23
Str +7, Dex +2, Con +5, Int -5, Wis +1, Cha -5

AC 30; Fort +21; Reflex +18; Will +15;
HP 145
Speed 25 feet
Immunities bleed, disease, death effects, doomed, drained, fatigued, magic, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 10

Fist One Action +23 (+18, +13) to hit (magical) 2d10+13 Bludgeoning

Attack of Opportunity Reaction

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.

Aluum Antimagic

Aluum enforcers are immune to spells and magical abilities, with two exceptions. A negative spell or magical ability grants an aluum enforcer the Quickened condition until the end of its next turn instead of its normal effects. A positive spell or ability makes an aluum enforcer Slowed 1 until the end of its next turn instead of its normal effects.

Paralyzing Force (arcane, incapacitation, necromancy)

A creature damaged by the aluum enforcer's fist Strike must succeed at a DC 27 fortitude save or become Paralyzed for 1 round. On a critical failure, the creature is paralyzed for 1d4 minutes and falls Prone.

Soul Shriek Two Actions (arcane, auditory, evocation, mental, sonic)

The aluum enforcer emits a keening wail in a 15-foot cone that deals 9d6 sonic damage (DC 27 basic fortitude save). A creature that fails its save is Stunned 1, or Stunned 3 on a critical failure.

The aluum can't use Soul Shriek again for 1d4 rounds.


The most common aluum is powered by the bound soul of a loyal city servant, but its creation is among the Pactmasters' most guarded secrets. There are dozens of dormant aluums spread throughout Katapesh, and only someone wearing an aluum charm can activate and command one of these 14-foot-tall soldiers. The Pactmasters entrust few beyond the Zephyr Guard to carry these charms, and stealing such a charm is one of the most severe crimes in the city.


Aluums are powerful metal and stone constructs originally created by the Pactmasters to maintain order in Katapesh. The construction of each aluum includes the creation of an @UUID[Compendium.pf2e.equipment-srd.Aluum Charm]{Aluum Charm}, a brass pendant set with a blue crystal designed to control that particular construct. The charm constructed at the same time as an aluum is called its linked charm.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Construct

A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.