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: 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: 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)
Treasure/Possessions: Standard
Source:
Monster Manual
Hamatulas are 7-foot-tall humanoids covered with sharp barbs, right down to the tips of their long, meaty tails. They serve as guardians and patrol troops.
A hamatula has unusually long, sharp claws on its hands. Its keen eyes shift and dart about, making it look perpetually nervous.
Combat
Hamatulas eagerly fight with their claws, trying to impale their opponents. They use hold person to immobilize those who avoid their hug attacks.
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.