This looming humanoid figure is made of rune-etched metal and polished stone, with crystalline eyes that glow with blue light.
Aluum CR 10
Speed 30 ft.
Melee 2 slams +21 (2d10+8 plus paralysis)
Space 10 ft.; Reach 10 ft.
Special Attacks soul shriek
Str 27, Dex 12, Con —, Int —, Wis 11, Cha 1
Base Atk +14; CMB +23; CMD 34
An aluum is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature. A magical attack that uses negative energy (such as channel negative energy, inflict light wounds, or enervation) deals no damage, but speeds up the aluum’s attacks and movement as if it were under the effects of a haste spell for 1d6 rounds. A magical attack that uses positive energy slows the aluum as if by a slow spell for 1d6 rounds and dispels any haste effects currently affecting it. Magic jar confuses the creature for 1d6 rounds.
As a free action every 1d4 rounds, the aluum’s enslaved souls may emit a keening wail in a 15-foot cone. Creatures in the cone take 10d6 points of sonic damage and are stunned for 1 round. A DC 15 Will save halves the damage and negates the stun effect. This is a sonic mind affecting effect. The save DC is Constitution-based.
Organization solitary or squad (3–4)
Aluums are magical constructs created from metal and stone. They are the fighting juggernauts that maintain order within the city when the city’s normal means of doing so fail. Aluums are powered by the souls of slaves and prisoners bound into glowing gems in their chests.
An aluum stands approximately 14 feet tall and weighs over 2 tons. They are controlled by magical pendants called charms of aluum control.
Aura moderate transmutation; CL 20th; Slot neck; Price 20,000 gp; Weight —
This pendant holds a glowing crystal etched with faint runes. Created to manipulate and control constructs known as aluums, these charms are much sought after on the black market.
Unauthorized possession of a charm of aluum control is considered a grave crime punishable by decades of imprisonment, exile, or even death. Each charm of aluum control is attuned to a single, specific aluum, but the magic of the charm allows it to function somewhat against other aluums as well. Against its specific attuned aluum, the charm grants you the ability to command that construct as if you were using dominate person on a humanoid creature. This effect functions against other aluums, but non-attuned aluums gain a DC 16 Will save to resist the effect. If an aluum fails such a save, it becomes attuned to that charm and the previous aluum becomes unattuned—a single charm of aluum control can only be attuned to one aluum at a time. For purposes of this effect, ordering an aluum to attack a pactmaster or someone who appears to be part of the government or army or to damage any structure in a city counts as an action against the aluum’s nature and allows the aluum a new saving throw with a +2 bonus to resist the charm’s effects. If an aluum escapes this effect, it is no longer attuned and typically attacks the target who attempted to command it.
Although the secret to the creation of aluums is closely guarded, near approximations have appeared elsewhere, indicating that some have either reverse-engineered the process or have stolen those secrets. During the creation process, the souls of a dozen slaves are siphoned from their bodies as they die. Fragments of these souls are placed within the inert body of the aluum, giving it its animating force.
CL 13th; Price 80,000 gp
Pathfinder Campaign Setting: The Inner Sea World Guide © 2011, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker.