Devil, Barbed
From the tip of its lashing tail to the serrated features of its
fang-filled visage, this fiery-eyed sentinel bristles with barbs.
Barbed Devil (Hamatula) CR 11
XP 12,800
LE Medium outsider
(devil,
evil,
extraplanar,
lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception
+21
Defense
AC 26, touch 16, flat-footed 20 (+6 Dex, +10 natural)
hp 138 (12d10+72)
Fort +14, Ref +14, Will +8
Defensive Abilities barbed defense; DR 10/good; Immune
fire, poison; Resist acid 10, cold 10; SR 22
Offense
Speed 30 ft.
Melee 2 claws +18 (2d8+6/19–20 plus fear and grab)
Special Attacks fear, impale 3d8+9
Spell-Like Abilities (CL 12th)
At will—greater
teleport (self plus 50 lbs. of objects only), hold
person (DC 17), major
image (DC 17), produce
flame, pyrotechnics
(DC 16), scorching
ray (2 rays only)
1/day—order's
wrath (DC 18), summon (level 4, 1 barbed devil 35%), unholy
blight (DC 18)
Statistics
Str 23, Dex 23, Con 22, Int 12, Wis
15, Cha 18
Base Atk +12; CMB +18 (+22 grapple); CMD 34
Feats Alertness,
Cleave,
Combat
Reflexes, Improved
Critical (claws), Iron
Will, Power
Attack
Skills Acrobatics
+15, Diplomacy
+13, Intimidate
+19, Knowledge
(planes) +16, Perception
+21, Sense
Motive +21,Spellcraft
+12, Stealth
+13, Survival
+14
Languages Celestial, Common, Draconic, Infernal; telepathy
100 ft.
Ecology
Environment any (Hell)
Organization solitary, pair, team (3–5), or squad (6–11)
Treasure standard
Special Abilities
Barbed Defense (Su) A creature that
strikes a hamatula with a melee weapon, an unarmed strike, or a
natural weapon takes 1d8+6 points of piercing damage from the
devil's barbs. Melee weapons with reach do not endanger a user in
this way.
Fear (Su) A barbed devil's fear
attack affects any creature it damages with its claws. A DC 20
Will save resists this effect, otherwise the victim becomes
frightened for 1d4 rounds. This is a mind-affecting fear effect.
The save DC is Charisma-based.
Grab (Ex)A barbed devil can use its
grab attack against a foe of up to Medium size, Grab (Ex)
If a creature with this special attack hits with the indicated
attack (usually a claw or bite attack), it deals normal damage and
attempts to start a grapple as a free action without provoking an
attack of opportunity. Unless otherwise noted, grab can only be
used against targets of a size equal to or smaller than the
creature with this ability. If the creature can use grab on
creatures of other sizes, it is noted in the creature's Special
Attacks line. The creature has the option to conduct the grapple
normally, or simply use the part of its body it used in the grab
to hold the opponent. If it chooses to do the latter, it takes a
–20 penalty on its CMB check to make and maintain the grapple, but
does not gain the grappled condition itself. A successful hold
does not deal any extra damage unless the creature also has the
constrict special attack. If the creature does not constrict, each
successful grapple check it makes during successive rounds
automatically deals the damage indicated for the attack that
established the hold. Otherwise, it deals constriction damage as
well (the amount is given in the creature's descriptive text).
Creatures with the grab special attack receive a +4 bonus on
combat maneuver checks made to start and maintain a grapple.
Format: grab; Location: individual attacks..
Impale (Ex) A barbed devil deals
3d8+9 points of piercing damage to a grabbed opponent with a
successful grapple check.
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.
Outsider:
- • d10 Hit Dice.
- • Base attack bonus equal to total Hit Dice (fast
progression).
- • Two good saving throws, usually Reflex and Will.
- • Skill points equal to 6 + Int modifier (minimum 1) per Hit
Die. The following are class skills for outsiders: Bluff,
Craft,
Knowledge
(planes), Perception,
Sense
Motive, and Stealth.
Due to their varied nature, outsiders also receive 4 additional
class skills determined by the creature's theme.
- Traits: An outsider possesses the following traits
(unless otherwise noted in a creature's entry).
- • Darkvision 60 feet.
- • Unlike most living creatures, an outsider does not have a
dual nature—its soul and body form one unit. When an outsider is
slain, no soul is set loose. Spells that restore souls to their
bodies, such as raise
dead, reincarnate,
and resurrection,
don't work on an outsider. It takes a different magical
effect, such as limited
wish, wish,
miracle,
or true
resurrection to restore it to life. An outsider
with the native subtype can be raised, reincarnated, or
resurrected just as other living creatures can be.
- • Proficient with all simple and martial weapons and any
weapons mentioned in its entry.
- • Proficient with whatever type of armor (light, medium, or
heavy) it is described as wearing, as well as all lighter types.
Outsiders not indicated as wearing armor re not proficient
with armor. Outsiders are proficient with shields if they are
proficient with any form of armor.
- • Outsiders breathe, but do not need to eat or sleep
(although they can do so if they wish). Native outsiders
breathe, eat, and sleep.
Extraplanar Subtype: This subtype is applied to any creature
when it is on a plane other than its native plane. A creature that
travels the planes can gain or lose this subtype as it goes from
plane to plane. Monster entries assume that encounters with
creatures take place on the Material Plane, and every creature whose
native plane is not the Material Plane has the extraplanar subtype
(but would not have it when on its home plane). Every extraplanar
creature in this book has a home plane mentioned in its description.
Creatures not labeled as extraplanar are natives of the Material
Plane, and they gain the extraplanar subtype if they leave the
Material Plane. No creature has the extraplanar subtype when it is
on a transitive plane, such as the Astral Plane, the Ethereal Plane,
or the Plane of Shadow.
Devil Subtype: Devils are lawful evil
outsiders that hail from the plane of Hell. Devils possess a
particular suite of traits (unless otherwise noted in a creature's
entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su) Some devils can see perfectly in
darkness of any kind, even that created by a deeper
darkness spell.
- Summon (Sp) Devils share the ability to summon
others of their kind, typically another of their type or a small
number of less-powerful devils.
- Telepathy.
- Except when otherwise noted, devils speak Celestial,
Draconic, and Infernal.
- A devil's natural weapons, as well as any weapons it wields,
are treated as lawful and evil for the purpose of resolving
damage reduction.
Cleave (Combat)
You can strike two adjacent foes with a single swing.
Prerequisites: Str
13, Power
Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack
at your full base attack bonus against a foe within reach. If you
hit, you deal damage normally and can make an additional attack
(using your full base attack bonus) against a foe that is adjacent
to the first and also within reach. You can only make one additional
attack per round with this feat. When you use this feat, you take a
–2 penalty to your Armor
Class until your next turn.
Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of
opportunity per round equal to your Dexterity
bonus. With this feat, you may also make attacks of opportunity
while flat-footed.
Normal: A character without this feat can make only one
attack of opportunity per round and can't make attacks of
opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to
use her opportunist ability more than once per round.
Improved Critical (Combat)
Attacks made with your chosen weapon are quite deadly.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat
range is doubled.
Special: You can gain Improved Critical multiple times. The
effects do not stack. Each time you take the feat, it applies to a
new type of weapon.
This effect doesn't stack with any other effect that expands the
threat range of a weapon.
Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing
accuracy for strength.
Prerequisites: Str
13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee
attack rolls and combat maneuver checks to gain a +2 bonus on all
melee damage rolls. This bonus to damage is increased by half (+50%)
if you are making an attack with a two-handed weapon, a one handed
weapon using two hands, or a primary natural weapon that adds 1-1/2
times your Strength modifier on damage rolls. This bonus to damage
is halved (–50%) if you are making an attack with an off-hand weapon
or secondary natural weapon. When your base attack bonus reaches +4,
and every 4 points thereafter, the penalty increases by –1 and the
bonus to damage increases by +2. You must choose to use this feat
before making an attack roll, and its effects last until your next
turn. The bonus damage does not apply to touch attacks or effects
that do not deal hit point damage.
Devil, Lemure
A roiling wave of flesh gushes forward. Amid the fatty surge
wriggle half-formed limbs and a dripping tumorous face.
Lemure CR 1
XP 400
LE Medium outsider
(devil,
evil,
extraplanar,
lawful)
Init +0; Senses darkvision 60 ft., see in darkness; Perception
+0
Defense
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0
DR 5/good or silver; Immune fire, mind-affecting
effects, poison; Resist acid 10, cold 10
Offense
Speed 20 ft.
Melee 2 claws +2 (1d4)
Statistics
Str 11, Dex 10, Con 12, Int —, Wis
11, Cha 5
Base Atk +2; CMB +2; CMD 12
Ecology
Environment any (Hell)
Organization solitary, pair, gang (3–5), swarm (6–17), or mob
(10–40 or more)
Treasure none
The least of devilkind, lemures roil forth from the ranks of souls
damned to Hell, shapeless masses of quivering flesh. What spark of
instinct or memory lingers on within a lemure's semi-consciousness
regularly shapes its features to mimic those of its tormentors or
the tortured souls around it. Grotesque and useless, a lemure's
features speak nothing of what it once was. Many exhibit multiple
terrible visages or are nothing more than churning pillars of
cancerous flesh. Only their knobby, flailing limbs work as they
should, and those they merely use to destroy any non-infernal life
that draws too near. Moving lemures typically congeal in forms over
4 feet tall and weigh upward of 200 pounds, though when at rest
these disgusting fiends often appear to be little more than lumps of
melted flesh and malformed features.
Although among the most loathsome creatures in existence, lemures
serve a vital role in Hell's perverse ecology. When at the end of
a mortal life a creature's soul is damned—whether because it
revered diabolical forces or failed in the worship of another
deity—it joins the masses of suffering souls filling the plains of
Avernus, Hell's first layer. Here a soul's torments begin as
lesser devils marshal it along with similar spirits in preparation
for a long, perilous journey to one of Hell's deeper
layers—typically one suited to the punishments appropriate to the
soul's crimes, or merely the domain of a devil who has need for
slaves. Upon reaching the realm of their damnation, souls face
untold lifetimes of torment at the hands of devils, other fiendish
beings, and the deadly machinations of Hell itself. As the
formerly mortal essences slowly go mad, they forget their lives,
grow bestial, and eventually become little more than automatons of
fear and hatred. After ages of such existence, the cruel processes
of Hell either utterly annihilate the soul or—in the cases of the
most profane spirits—reconsecrate such forsaken beings into
lemures, the building blocks of devils, unthinking waves of filth
and diabolical flesh. Such repulsive beings assemble in vast mobs,
waves of putrescence thousands upon thousands strong. Greater
devils can spot the most corrupt of these fiends and, either
through mysterious tortures or the powers of Hell itself, reshape
them into true devils, newly born and ready to obediently serve in
the legions of the damned.