| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112 |
- {
- "ac": 21,
- "alignment": "N",
- "breadcrumbs_spa": [],
- "category": "creature",
- "charisma": 0,
- "constitution": 5,
- "creature_ability": [
- "Attack of Opportunity",
- "Belly Hatch",
- "Gallop",
- "Shift Form",
- "Smog Cloud"
- ],
- "creature_family_markdown": "",
- "dexterity": 3,
- "exclude_from_search": false,
- "fortitude_save": 13,
- "hp": 76,
- "hp_raw": "76",
- "id": "creature-1949",
- "immunity": [
- "bleed",
- "death effects",
- "disease",
- "doomed",
- "drained",
- "fatigued",
- "healing",
- "mental",
- "necromancy",
- "nonlethal attacks",
- "paralyzed",
- "poisoned",
- "sickened",
- "unconscious"
- ],
- "immunity_markdown": "bleed, [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poisoned](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)",
- "intelligence": 2,
- "language": [
- "Common",
- "Kelish",
- "Osiriani"
- ],
- "language_markdown": "[Common](/Languages.aspx?ID=1), [Kelish](/Languages.aspx?ID=38), [Osiriani](/Languages.aspx?ID=40)",
- "level": 4,
- "markdown": "<title level=\"1\" pfs=\"\">[Daelum](/Monsters.aspx?ID=1949)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nDuring 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.\n\n 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.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Construct](/Rules.aspx?ID=563)**\r\n([Arcana](/Skills.aspx?ID=2), [Crafting](/Skills.aspx?ID=4)): DC 24\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 22\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 19\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 4\">[Daelum](/Monsters.aspx?ID=1949)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 82</row>\n\n**Perception** +11; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\r\n[Common](/Languages.aspx?ID=1), [Kelish](/Languages.aspx?ID=38), [Osiriani](/Languages.aspx?ID=40)\r\n\r\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +11, [Mining Lore](/Skills.aspx?ID=8) +10, [Survival](/Skills.aspx?ID=16) +11\r\n\r\n<row gap=\"medium\">\r\n**Str** +5\r\n\r\n**Dex** +3\r\n\r\n**Con** +5\r\n\r\n**Int** +2\r\n\r\n**Wis** +3\r\n\r\n**Cha** +0\r\n</row>\n\n**Items**\r\n[Pick](/Weapons.aspx?ID=34)\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 21 \r\n\r\n**Fort** +13 \r\n\r\n**Ref** +11 \r\n\r\n**Will** +9 \n\n</row>\r\n\r\n**HP** 76\n\n**Immunities**\r\nbleed, [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [mental](/Traits.aspx?ID=106), [necromancy](/Traits.aspx?ID=117), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poisoned](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)\n\n**[Attack of Opportunity](/MonsterAbilities.aspx?ID=3)** <actions string=\"Reaction\" /> \r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 25 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\npick +13 ([fatal d10](/Traits.aspx?ID=178), [reach 10 feet](/Traits.aspx?ID=192)),\r\n**Damage** 1d6+7 piercing\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nclaw +13 ([Agile](/Traits.aspx?ID=170), [reach 10 feet](/Traits.aspx?ID=192)),\r\n**Damage** 2d4+7 slashing\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nhoof +13,\r\n**Damage** 2d6+7 bludgeoning\n\n**Belly Hatch** The daelum can Interact to stow or remove an item from their belly hatch, which can hold up to 10 Bulk.\r\n\r\n**Gallop** <actions string=\"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.\r\n\r\n**Shift Form** <actions string=\"Single 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.\r\n\r\n**Smog Cloud** <actions string=\"Two Actions\" /> ([Arcane](/Traits.aspx?ID=11), [Evocation](/Traits.aspx?ID=65), [Poison](/Traits.aspx?ID=126)) 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](/Conditions.aspx?ID=4). 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). <br />**Critical Success** No effect and temporarily immune for 1 hour. <br />**Success** The creature is [sickened 1](/Conditions.aspx?ID=34). <br />**Failure** The creature is sickened 2. <br />**Critical Failure** The creature is sickened 2 and [slowed 1](/Conditions.aspx?ID=35).\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Daelum Claims</title>\r\n\r\nOfficials 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.\r\n</aside>",
- "name": "Daelum",
- "npc": false,
- "perception": 11,
- "rarity": "rare",
- "reflex_save": 11,
- "release_date": "2022-05-25",
- "resistance": {},
- "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 82</row>\n\n<row gap=\"medium\">\r\n**HP** 76\r\n\r\n**AC** 21\r\n\r\n**Fort** +13\r\n\r\n**Ref** +11\r\n\r\n**Will** +9\r\n\r\n**Perception** +11\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDuring the height of the legendary war between Nex and Geb, Nex's agents grew increasingly creative in their “recruiting” methods for their armies. …\r\n</summary>",
- "sense": " darkvision ",
- "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)",
- "size": [
- "Large"
- ],
- "skill": [
- "Athletics +11",
- "Mining Lore +10",
- "Survival +11"
- ],
- "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +11, [Mining Lore](/Skills.aspx?ID=8) +10, [Survival](/Skills.aspx?ID=16) +11",
- "source": [
- "Pathfinder #179: Cradle of Quartz"
- ],
- "source_raw": [
- "Pathfinder #179: Cradle of Quartz pg. 82"
- ],
- "source_category": "Adventure Paths",
- "source_group": "Outlaws of Alkenstar",
- "source_markdown": "<row gap=\"tiny\">[Pathfinder #179: Cradle of Quartz](/Sources.aspx?ID=122) pg. 82</row>",
- "speed": {
- "land": 25,
- "max": 25
- },
- "speed_markdown": "25 feet",
- "speed_raw": "25 feet",
- "spell_markdown": "",
- "spoilers": "Outlaws of Alkenstar",
- "strength": 5,
- "strongest_save": [
- "fort",
- "fortitude"
- ],
- "summary": "During the height of the legendary war between Nex and Geb, Nex's agents grew increasingly creative in their “recruiting” methods for their armies. …",
- "summary_markdown": "During the height of the legendary war between Nex and Geb, Nex's agents grew increasingly creative in their “recruiting” methods for their armies. …",
- "text": " 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 Daelum Source Pathfinder #179: Cradle of Quartz pg. 82 Perception +11; darkvision Languages Common, Kelish, Osiriani Skills Athletics +11, Mining Lore +10, Survival +11 Str +5 Dex +3 Con +5 Int +2 Wis +3 Cha +0 Items Pick --- AC 21 Fort +13 Ref +11 Will +9 HP 76 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 Single Action pick +13 (fatal d10, reach 10 feet), Damage 1d6+7 piercing Melee Single Action claw +13 (Agile, reach 10 feet), Damage 2d4+7 slashing Melee Single Action hoof +13, Damage 2d6+7 bludgeoning 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 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 Single 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. 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. ",
- "trait": [
- "Construct",
- "Rare",
- "N",
- "Large"
- ],
- "trait_markdown": "[Construct](/Traits.aspx?ID=35), [Rare](/Traits.aspx?ID=137)",
- "trait_raw": [
- "Construct",
- "Rare"
- ],
- "type": "Creature",
- "url": "/Monsters.aspx?ID=1949",
- "vision": "Darkvision",
- "weakest_save": [
- "will"
- ],
- "weakness": {},
- "will_save": 9,
- "wisdom": 3
- }
|