Hamatula

Hamatula
Level 17 (+7)
"I will have my way with you priest! Then I will come for your flock, one after the other, every night until they all belong to my master!"
——A Hamatula, threatening a High Priest
The Hamatula appears as a speckled, sickly green hued humanoid demon covered in razor sharp spines. They are exceptionally tall, standing at just over 7 feet and weighing around 300 lbs. In addition to being ruthless melee combatants that invoke terror in the hearts of their enemies, they also possess a myriad of unholy powers which they gleefully use to destroy those of goodly alignment. The Hamatula often serves in Devil Society as a bodyguard for extraordinarily powerful demons. They delight in grabbing intruders and pinning them against their sinister spikes, watching them scream as they bleed upon their bodies. It is a sign of concern for any adventurer who must fight a Hamatula, for it means that they have almost certainly attracted the attention of a Devil of far greater power.
Awareness
20
Senses
Devilsight
Initiative
27/1d6
Max HP
218
Resilience: +6
Healing Value: 43
Morale
4
Defenses
AC
25/31
Touch
22
Fort
23
Reflex
23
Will
22
Resistances: Weapon Reduct. 10 (overcome by Good), Fire (Imm), Acid (10), Cold (10). Immune to Poisons/Toxins & Fear effects. MR 1d6+5.
Vulnerabilities:
Defensive Actions
Barbed Spines
The Hamatua's body is covered in sharp barbs. Any creature who successfully Grabs the Hamatula suffers 3d8+16 Piercing damage. (Basic)
Attributes / Saving Throws
STR
23 / 27
DEX
22 / 26
CON
21 / 25
INT
11 / 14
WIS
14 / 17
CHA
18 / 21
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 35ft / 3
Sprint 65ft / 3
At-Will
+16 vs AC (Crit 9%/8)
Claw
2d8+8 Slashing damage
REC 5, Reach 5ft
The first time a creature is hit with the Hamatula's Claw attack, it makes a Secondary attack, +16 vs Will, as a supernatural fear encompasses its opponent. On a hit, the target is Panicked [SE, ST 4d10 vs WIS].
3d8+16 Piercing damage
Grapple +17
Special Actions
Hamatula Abilities
On each turn, roll 1d10 to determine the actions available to the Hamatula. The Hamatula can cast Eldritch and Divine spells using its Infernal Rank, converting all Casting Times to Focus Times. It is considered to have an Arcana and Devotion of +13 and an Eldritch Might and Divine Might of 6.

Any result, choose one of the following:
Basic Attack: Make a Claw Attack. (Basic)
Scorching Ray (Basic, Pot 1d4+7, MR Yes)
Teleport [REC 6]: The Hamatula can teleport anywhere within the same plane. (Advanced, Pot 1d8+7, MR No)

3 or more, choose one of the following:
Grabbing Claws: Make a Claw attack. On a hit, make an opposed Grapple Check (+19 vs Grapple). If successful, the target is Grabbed and thrust onto the Hamatula's spikes, suffering 3d8+18 Piercing damage. (Basic)
Unholy Blight (Basic, Pot 1d4+7, MR Yes)

5 or more, choose one of the following:
Double Attack [REC 7]: Make two Claw attacks, on the same or different targets. If both attacks hit the same target, the creature is automatically impaled on the Hamatula's spikes, suffering 3d8+18 Piercing damage. (Advanced)
Hold Person (Advanced, Pot 1d8+7, MR Yes)
Advanced Image (Advanced, Pot 1d8+7, MR No)
Summon Devil [FT 4, REC 6, Limit 1/Day]: Summon 1d6 Hellspawn Legionnaires. (Advanced)

7 or more, choose one of the following:
Finger of Death (Legendary, Pot 1d12+7, MR Yes)
Harm (Legendary, Pot 1d12+7, MR Yes)
Overland Movement
30 mi/day
Qualities
  • Telepathy: The Hamatula can communication telepathically with any creature within 100 ft.
  • Infernal Casting: The Hamatula can cast Eldritch Spells and Divine Prayers using his Infernal Rank in place of an Eldritch or Divine Rank. (inc)
  • Infernal Resistance: Fire (Imm), Acid (10), Cold (10), Fire (10). Immune to Poisons & Toxins and Fear effects. Also gain Weapon Reduction (10, overcome by Good-aligned) (inc)
  • Magic Resistance: Gain Magic Resistance 1d6+5 (inc)
  • Natural Armor: AC +5/+13 (inc)
Skills: Rank 2 Balance [+10], Rank 2 Climb [+10], Rank 2 Jump [+10], Rank 6 Stealth [+15], Rank 4 Listen [+9], Rank 5 Spot [+11], Rank 5 Ritual Casting [+11], Rank 3 Survival [+10], Rank 3 Investigate [+7], Rank 5 Knowledge: Hell [+11], Rank 2 Charm [+6], Rank 6 Coercion [+18], Rank 4 Deception [+10], Rank 4 Manipulation [+10], Rank 3 Persuasion [+7], Rank 4 Aloofness [+10], Rank 6 Bravery [+17], Rank 5 Intuition [+11], Rank 4 Suspicion [+9]
Feats: Improved Speed, Fast Initiative [2], Great Morale, Heavy Hitter
Philosophies: Rank 3 Mental, Rank 4 Physical, Rank 7 Infernal
Combat Training: Cast 3, Melee 4, Parry 2, Fort 3, Reflex 2, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Social
Languages: Hellspeech, Telepathy
Composure: 27
Charm
+6
Coercion
+18
Deception
+10
Manipulation
+10
Persuasion
+7
Aloofness
+10
Bravery
+17
Intuition
+11
Tolerance
+3
Suspicion
+9
Prejudices:
    Motives: