🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

DaelumCreature 4


RareNLargeConstruct
Source Pathfinder #179: Cradle of Quartz
Perception +11 (darkvision)
Languages Common, Kelish, Osiriani
Skills Athletics +11, Lore +10, Survival +11
Str +5, Dex +3, Con +5, Int +2, Wis +3, Cha +0

AC 21; Fort +13; Reflex +11; Will +9;
HP 76
Speed 25 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

Pick One Action +13 (+8, +3) to hit (fatal d10, reach 10) 1d6+7 Piercing
Claw One Action +13 (+9, +5) to hit (agile, reach 10) 2d4+7 Slashing
Hoof One Action +13 (+8, +3) to hit 2d6+7 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

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.

Belly Hatch

The daelum can Interact to stow or remove an item from their belly hatch, which can hold up to 10 Bulk.

Gallop Two Actions

Requirements The daelum is in quadruped form


Effect The daelum Strides twice. They have a +10-foot circumstance bonus to their Speed during these Strides.

Shift Form One Action

The daelum transforms into a quadruped. While in this form, their Speed increases by 10 feet and they don't count the contents of their belly hatch against the total amount they can carry. The daelum can make hoof Strikes in quadruped form, but not pick or claw Strikes. Using this ability again returns the daelum to their bipedal form.

Smog Cloud Two Actions (arcane, evocation, poison)

The daelum unleashes a cloud of smog in a 10-foot emanation. The cloud persists for 3 rounds, but doesn't move with the daelum. All creatures within the cloud are Concealed. A creature that begins its turn in the smog cloud must attempt a DC 18 fortitude save (creatures that must breathe and don't hold their breath take a -2 circumstance penalty on their save).


Critical Success No effect and temporarily immune for 1 hour.

Success The creature is Sickened 1.

Failure The creature is Sickened 2.

Critical Failure The creature is sickened 2 and Slowed 1.


During the height of the legendary war between Nex and Geb, Nex's agents grew increasingly creative in their "recruiting" methods for their armies. One such effort involved the construction of mechanical soldiers powered by arcane engines but directed by transplanted minds. While the process generally involved willing donors who were eager to give up dying bodies to \"live on\" in constructed frames, rumors persist that Nex harvested the minds of prisoners of war and criminals for these creations.

Today, thousands of years after those wars ended, hundreds of daelums still live. Their intellects have, in large part, fully embraced their new "lives," and very few remember their previous existences today. Daelums can be found throughout the Mana Wastes serving as guides, porters, mine workers, and mercenaries.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.