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Pathfinder Second Edition

Compendium

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Hamatula

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Attributes

Hamatula

Creature 11

LEMediumDevil, Fiend
  • Perception24; greater darkvision
  • LanguagesCelestial, Draconic, Infernal; telepathy 100 feet
  • Skills acrobatics 23 arcana 18 intimidation 21 religion 20 stealth 23 survival 22
  • Str7Dex6Con5Int 1Wis5Cha4
  • AC 31 Fort23Ref20Will20 (+1 status to all saves vs. magic)
  • HP 165 Immunitiesfire Weaknessesgood 10 Resistancesphysical 10 (except silver), poison 10
  • Attack of Opportunity TriggerA 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. 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. 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.
  • Frightful Strike TriggerThe hamatula hits a creature with a barb Strike 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.
  • Speed25 feet, fly 30 feet
  • Melee barb 24 (evil, magical) Damage3d8+13 piercing and bloodletting
  • Ranged hurled barb 23 (evil, magical, range increment 60 feet) (range 60)Damage2d8+13 piercing
  • Cantrips produce flame
  • Bloodletting On a critical hit, the hamatula’s barbs deal 3d6 (3d6) persistent bleed damage.
  • Impaling Barb 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 (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, attack +21; 5th dimension door, glyph of warding (at will); 4th dimension door (at will); 3rd harm, paralyze (x2); Cantrips (5th) produce flame
  • Rituals DC 27; infernal pact