3e SRD:Devil, Hamatula
Hamatula
Size/Type: | Medium Outsider (Evil, Lawful) |
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Hit Dice: | 9d8+9 (49 hp) |
Initiative: | +0 |
Speed: | 30 ft. |
AC: | 22 (+12 natural) |
Attacks: | 2 claws +12 melee |
Damage: | Claw 2d4+3 and fear |
Face/Reach: | 5 ft. by 5 ft./5 ft. |
Special Attacks: | Fear, improved grab, impale 3d4+4, summon devil |
Special Qualities: | Damage reduction 10/+1, SR 23, fire and poison immunity, cold and acid resistance 20, see in darkness, telepathy |
Saves: | Fort +7, Ref +6, Will +8 |
Abilities: | Str 17, Dex 11, Con 13, Int 12, Wis 14, Cha 10 |
Skills: | Concentration +13, Hide +12, Listen +15, Move Silently +12, Search +13, Sense Motive +13, Spot +15 |
Feats: | Alertness, Cleave, Power Attack |
Climate/Terrain: | Any land and underground |
Organization: | Solitary, team (2-4), or squad (6-10) |
Challenge Rating: | 8 |
Treasure: | Standard |
Alignment: | Always lawful evil |
Advancement: | 10 HD (Medium-size); 11-21 HD (Large) |
Except where noted below, all devils speak Infernal, Celestial, and Draconic.
Combat
Spell-Like Abilities: At will: animate dead, charm person, desecrate, doom, hold person, major image, produce flame, pyrotechnics, and suggestion; 1/day-order’s wrath or unholy blight. These abilities are as the spells cast by a 9th-level sorcerer (save DC 10 + spell level).
A hamatula can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer.
Fear (Su): A creature hit by a hamatula must succeed at a Will save (DC 14) or be affected as though by fear cast by a 9th-level sorcerer. Whether or not the save is successful, that creature cannot be affected again by that hamatula’s fear ability for one day.
Improved Grab (Ex): To use this ability, the hamatula must hit with a claw attack. If it gets a hold, it can impale the opponent on its barbed body.
Impale (Ex): A hamatula deals 3d4+4 points of damage to a grabbed opponent with a successful grapple check.
Summon Devil (Sp): Some devils can summon other devils much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no devils answer the summons. Summoned creatures automatically return whence they came after 1 hour. A devil that has just been summoned cannot use its own summon ability for 1 hour. Once per day a hamatula can attempt to summon 2d10 lemures with a 50% chance of success, or another hamatula with a 35% chance of success.
See in Darkness (Su): Hamatula can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Hamatula can communicate telepathically with any creature within 100 feet that has a language.
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