Devil, Barbed, Hamatula
From the tip of its lashing tail to the serrated features of its fang-filled visage, this fiery-eyed sentinel bristles with barbs.
Sentinels of the vaults of Hell, jailers of the darkest souls, and living weapons of the infernal forges, barbed devils—known as hamatulas to diabolists—enforce the strictures of the damned and safeguard the nefarious works of greater devils. A hamatula enjoys the feel of warm blood on its spines, and prefers to leap into melee when presented with an opportunity for battle.
Hamatulas are collectors and organizers, and are favorite allies of greedy summoners as they often bring with them tempting treasures from Hell’s vaults or know the paths to deadly riches. Left to their own devices, the lairs of these devils often bear the pierced trophies of their past victims, hung like perverse bug collections on bloodied walls. Most barbed devils stand upward of 7 feet tall and weigh 300 pounds, though their leanly muscled bodies appear much larger due to the constantly growing and adjusting spines that protrude from their razor-sharp bodies.
|Barbed devil (Hamatula)|
|Medium outsider (Evil, Extraplanar, Lawful)|
|Hit Dice||12d8+72 (126 hp)|
|Speed||30 ft. (6 squares)|
|Armor Class||29 (+6 Dexterity, +13 natural) touch 16, flat-footed 23|
|Attack||Claw +18 melee (2d8+6 plus fear)|
|Full Attack||2 claws +18 melee (2d8+6 plus fear)|
|Space/Reach||5 ft./5 ft.|
|Special Attacks||Fear, improved grab, impale 3d8+9, summon devil|
|Special Qualities||Barbed defense, damage reduction 10/good, Darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, Spell Resistance 23, spell-like abilities, telepathy 100 ft.|
|Saves||Fort +14, Ref +14, Will +12|
|Abilities||Strength 23, Dexterity 23, Constitution 23, Intelligence 12, Wisdom 14, Charisma 18|
|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, Survival +2 (+4 following tracks)|
|Feats||Alertness, Cleave, Improved Grapple, Iron Will, Power Attack|
|Environment||A lawful evil-aligned plane|
|Organization||Solitary, pair, team (3–5), or squad (6–10)|
|Alignment||Always lawful evil|
|Advancement||13–24 (Medium); 25–36 HD (Large)|
Barbed devils eagerly fight with their claws, trying to impale their opponents. They use Hold Person to immobilize those who avoid their hug attacks.
A barbed devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Fear (Su): A creature hit by a barbed devil must succeed on a DC 20 Will save or be affected as though by fear (caster level 9th).
Whether or not the save is successful, that creature cannot be affected by that same barbed devil’s fear ability for 24 hours. The save DC is Charisma-based.
Impale (Ex): A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Improved Grab (Ex): To use this ability, a barbed devil must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.
Summon Devil (Sp): Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Barbed Defence (Su): Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Caster level 12th. The save DCs are Charisma-based.