Hamatula (CR 11)
Medium Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +6 (Dex); Senses: darkvision 60 ft., see in darkness, Listen +19, and Spot +19
Languages: Telepathy 100 ft.
AC: 29 (+6 Dex, +13 natural), touch 16, flat-footed 23
Hit Dice: 12d8+72 (126 hp); DR: 10/good
Fort +14, Ref +14, Will +12
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +12; Grapple +22
Attack: claw +18 melee
Full Attack: 2 claws +18 melee
Damage: Claw 2d8+6 and fear
Special Attacks/Actions: Fear, improved grab, impale 3d8+9, summon baatezu
Abilities: Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18
Special Qualities: Barbed defense, immunity to fire and poison, resistance to acid 10 and cold 10, SR 23, spell-like abilities
Feats: Alertness; Cleave; Improved Grapple; Iron Will; Power Attack
Skills: Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, and Survival +2 (+4 following tracks)
Advancement: 10 HD (Medium-size); 11-21 HD (Large)
Climate/Terrain: Nine Hells of Baator
Organization: Solitary, team (2-4), or squad (6-10)
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 Baatezu (Sp): 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.
Immunities (Ex): Baatezu are immune to fire and poison.
Resistances (Ex): baatezu have cold and acid resistance 20.
See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Baatezu can communicate telepathically with any creature within 100 feet that has a language.
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).