Hamatula/pf
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Hamatula
CR 11 (12800 XP)
LE Medium outsider (baatezu, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +21
Defense AC 26, touch 16, flat-footed 20 (+6 Dex, +10 natural)
hp 138 (12d10+72)
Fort +14, Ref +14, Will +8
Defensive Abilities barbed defense DR 10/good Immune fire, poison Resist acid 10, cold 10 SR 22 Offense Speed 30 ft. Melee 2 claws +18 (2d8+6/19-20 plus fear and grab) Special Attacks fear, impale 3d8+9
Spell-Like Abilities (CL 12th; concentration +16): At will—greater teleport (self plus 50 lbs. of objects only), hold person (DC 17), major image (DC 17), produce flame, pyrotechnics (DC 16), scorching ray (2 rays only) 1/day—order's wrath (DC 18), summon (level 4, 1 hamatula 35%), unholy blight (DC 18) Statistics Str 23, Dex 23, Con 22, Int 12, Wis 15, Cha 18 Feats Alertness, Cleave, Combat Reflexes, Improved Critical (claws), Iron Will, Power Attack
Skills Acrobatics +15, Diplomacy +13, Intimidate +19, Knowledge (planes) +16, Perception +21, Sense Motive +21, Spellcraft +12, Stealth +13, Survival +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft. Ecology
Environment any (Baator)
Organization solitary, pair, team (3-5), or squad (6-11)
Treasure standard
Special Abilities |
Barbed Defense (Su): A creature that strikes a hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil's barbs. Melee weapons with reach do not endanger a user in this way.
Fear (Su): A barbed devil's fear attack affects any creature it damages with its claws. A DC 20 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Impale (Ex): A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.