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HamatulaCreature 11


LEMediumDevilFiend
Source Pathfinder Bestiary 2
Perception +24 (greater darkvision)
Languages Celestial, Draconic, Infernal, Telepathy 100 Feet
Skills Acrobatics +23, Arcana +18, Intimidation +21, Religion +20, Stealth +23, Survival +22
Str +7, Dex +6, Con +5, Int +1, Wis +5, Cha +4

AC 31; Fort +23; Reflex +20; Will +20; +1 status to all saves vs. magic
HP 165
Speed 25 feet (fly 30 feet)
Immunities fire
Weaknesses Good 10
Resistances Physical 10, Poison 10

Barb One Action +24 (+19, +14) to hit (evil, magical) 3d8+13 Piercing + 1d6 Evil
Hurled Barb One Action +23 (+18, +13) to hit (evil, magical, range increment 60) 2d8+13 Piercing + 1d6 Evil

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

Telepathy (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicAttack of Opportunity Reaction

Barb only. A hamatula gains an extra reaction at the start of each of its turns that it can use only to make an Attack of Opportunity. It can't use more than one Attack of Opportunity triggered by the same action. In addition to the normal trigger, a hamatula can make an Attack of Opportunity against a creature that touches it or an adjacent creature that attempts a melee Strike against it.


Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Bloodletting

On a critical hit, the hamatula's barbs deal 3d6 Persistent Bleed Damage.

Frightful Strike Free Action (divine, emotion, enchantment, fear, mental)

Trigger The hamatula hits a creature with a barb Strike


Effect The creature struck must succeed at a DC 27 will save or become Frightened 2 (or Frightened 3 on a critical failure). Regardless of the result of its saving throw, the creature is then temporarily immune to Frightful Strike for 24 hours.

Impaling Barb Two Actions

The hamatula makes a barb Strike, then Strides up to half its Speed without triggering reactions. If the Strike hits, the hamatula impales the target with one of its barbs and snaps the barb free as it moves away from the target. This deals an additional 2d8 piercing damage to the target and pins it to an adjacent surface, rendering it Immobilized (Escape DC 29).

Warden of Erebus

A hamatula's Glyph of Warding innate spell can contain any common spell from the Core Rulebook that meets the criteria in glyph of warding; the hamatula doesn't need to provide the spell.


Divine Innate Spells (DC 27, +21 to hit)

Cantrips (6th Level): Produce Flame
3rd Level: Harm, Paralyze
4th Level: Dimension Door (At will)
5th Level: Dimension Door, Glyph of Warding (At will)

Rituals

1st Level: Infernal Pact


Hamatulas are forged in Erebus to protect infernal vaults from those foolish enough to try to rob the archdevil Mammon. In case the vicious spines protruding from their bodies and ability to teleport weren't deadly enough, they are also clever wielders of warding glyphs. They are effective conjured guardians, though they resent being pulled away from their duties in Hell. Unlike most fiends, hamatulas are formed from several souls that lack any features distinctive enough to merit another role.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.