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Daelum

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.

Recall Knowledge - Construct (Arcana, Crafting): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite DaelumCreature 5

Legacy Content

Rare N Large Construct 
Source Pathfinder #179: Cradle of Quartz pg. 82
Perception +13; darkvision
Languages Common, Kelish, Osiriani
Skills Athletics +13, Mining Lore +12, Survival +13
Str +5, Dex +3, Con +5, Int +2, Wis +3, Cha +0
Items pick
AC 23; Fort +15, Ref +13, Will +11
HP 91; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] pick +15 [+10/+5] (fatal d10, reach 10 feet), Damage 1d6+2+7 piercingMelee [one-action] claw +15 [+11/+7] (agile, reach 10 feet), Damage 2d4+2+7 slashingMelee [one-action] hoof +15 [+10/+5], Damage 2d6+2+7 bludgeoningBelly 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] Requirement 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 20 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.

Sidebar - Additional Lore Daelum Claims

Officials in Alkenstar regularly refuse to recognize claims purchased by daelums and have been known to hand down heavy penalties even if the claim was otherwise legally purchased. It's not surprising then, that daelum cohorts prefer to operate far from Alkenstar or, barring that, to ally with gangs of mutants or outlaws hoping to eke valuable metals from the ground.