Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Attack 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.
Ability
Bloodletting
On a critical hit, the hamatula's barbs deal 3d6 persistent bleed damage.
Ability
Divine Innate Spells
DC 27, attack +21; 5th dimension door, glyph of warding (at will); 4th dimension door (at will); 3rd harm, paralyze (×2); Cantrips (5th) produce flame
Ability
Frightful Strike
Circumstance: Trigger: The hamatula hits a creature with a barb Strike;
(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.
Ability
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 piercing damage to the target and pins it to an adjacent surface, rendering it immobilized (Escape DC 29).
Ability
Rituals
DC 27; 1st infernal pact
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
barb +24 [+19/+14] (evil, magical), Damage 3d8+13 piercing plus 1d6 evil and bloodletting
Offense
Ranged
Circumstance: combat round (ranged)
hurled barb +23 [+18/+13] (evil, magical, range increment 60 feet), Damage 2d8+13 piercing plus 1d6 evil and bloodletting
Trait
Devil
A family of fiends from Hell, most devils are irredeemably lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Immunity
fire
Language
Celestial
Draconic
Infernal
telepathy 100 feet
Perception
greater darkvision
Resistance
physical 10 (except silver)
poison 10
Weakness
good 10