3e SRD:Devil, Hamatula

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Hamatula

Size/Type: Medium Outsider (Evil, Lawful)
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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