Hamatula Species in Alcirya | World Anvil

Hamatula

Hamatula are solitary patrollers of the third and fourth layers of Baator. They are large humanoids, covered from head to toe with sharp barbs right down to their long, meaty tails. Each hamatula has unusually long, sharp claws on its hands, and keen eyes that shift and dart about, giving the creature a nervous look.
  Combat: Hamatula are guardians and patrol troops They are excellent guardians and are never surprised.
  Hamatula rarely use weapons in combat, preferring to attack with two raking claws (2d4 points of damage each) and bite (3d4 points of damage). If a hamatula hits in combat with both claw attacks, it can hug its victim, impaling him on its cruel barbs (2d4 points of damage, no attack roll required). The victim is now pinned and takes 2d4 points of damage per round until released. (A hamatula that takes 15 points of damage in a single round will release its victim at the end of the round.) A victim who has 16 or greater Strength can tear free with a successful Strength check.
  In addition to the magical abilities inherent to all baatezu, hamatula have the spell-like powers affect normal fires, hold person, produce flame, and pyrotechnics. Once per day they can also attempt to gate in either 2 to 12 abishai (50% chance) or 1 to 4 hamatula (35% chance)
  Hamatula radiate fear upon striking an opponent for the first time. The defender must save vs. rod, staff or wand or flee in panic for 1d6 rounds.
  Habitat/Society: Hamatula zealously patrol the third and fourth layers of Baator for intruders, knowing that promotion and increased status hinge on success.
  Relatively solitary, the hamatula travel in groups only when commanded to do so by a superior. They may be deployed in a small group to investigate a report of intrusion.
  On Phlegethos, the fourth layer of Baator, the pit fiend Gazra lives in a crystal castle. The hamatula cast captured intruders into the cells under the castle for torture. Gazra oversees the first four layers of Baator with an army of 5,000 hamatula. Twenty hamatula with maximum hit points guard him at all times. Loyal service to their lord is the fastest way to rise in status.
  Ecology: Unlike other baatezu, hamatula cannot pass from layer to layer on Baator or to other Lower Planes. Sages speculate that this ensures that the creatures do not wander from their duties.
  Hamatula are doubly unique among the baatezu because only they produce a useful byproduct. A gland behind their ears produces a powerful hallucinogen that is harvested by greater baatezu and used to torment and interrogate prisoners. A few brave (or wealthy) sages have obtained samples of this secretion, though not enough to perform any meaningful experiments. They believe that greater quantities of this secretion could produce an extremely potent potion of illusion.
 
  Hamatulas (4 total): AC 1; MY 12; HO 7; hp 51, 47, 40, 33; #AT 3; THACO 13; Omg 2d4!2d4/3d4 (claw/ claw/bite SA when both claw::. hit same victim can hug for 2d4 additional points (i.mpaling victim on its barbed torso, victim automatically takes 2d4 points of damage each subsequent round, victim with Str 16+ can attempl a Strength check each round to break free), fear (the first time a hamatula stri~ an opponent, he or she must save \·s. rod/ ..... and/staff or nee in panic for Id6 rounds SD immune 10 nonmagical weapons and cold iron, immune to poison and all fires (magical and nonmagical), half-damage from cold and gas attacks; SW magiC missilt!S, acid, electricity, and silver weapons inflict fuU damage; MR3O%; SZ M (7' taU ML fearless (19 lnt \"t~ry (12 AL LE; XP 6,000 each. Special abili· ties (once per round at will, unless othenvise noted): adrlllllced If/USia", affect normal ftr~, allimate dend, 'harm perSOIl, gate (once per day, 50"10 chance of 2d6 abishai or 35% chance of 1d4 hamatula), hold peNOtI, illfraT'ision, kllow ali,~nnlrlll (always active). prodllce flame, pyrotechIIies, SUggt'SJiOfl, Jelcpathy (can communicate with any illteUigenl creature), teleport will/ollf I'mr.
 
Special Advantages
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Special Disadvantages
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Also Known As
AKA
 
Government Type
GOVTYPE
 
Known Strongholds
KNOWNSTRONGHOLDS
 
Known Clans
KNOWNCLANS
 
Homeland
HOMELAND
 
Known Alliances
KNOWNALLIANCES
 
Trade Expertise
TRADEXPERTISE
 
Ability Score Adjustments
ABILITYSCOREADJ
 
Languages Spoken
LANGSPOKEN
 
Racial Enmities
RACIALENM
 
Life Expectancy
LIFEEXPEXT

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