Barbed devil pathfinder

Barbed devil pathfinder DEFAULT

Barbed devils, also known as hamatulas, serve as devil-kind's jailers and guardians; they are ruthlessly effective in that role.

Appearance[]

Like most devils the barbed devil has a vaguely humanoid shape. They stand around seven feet tall, a little taller than a human, but look even larger than this thanks to the spines that protrude from them. These barbs are what give the hamatulas their name, as they grow from almost every inch of the barbed devil's body, covering it from head to toe in a wall of sharp spines. Barbed devils often keep trophies from past victories impaled on their spikes as grizzly decorations designed to intimidate future foes. Thanks to their large size and the sheer amount of spikes they have, barbed devils surprisingly weigh over three hundred pounds.[1]

Habitat & Ecology[]

Like all devils the barbed devils dwell in the depths of Hell, where they serve as jailers and guardians of Hell's greatest and darkest treasures.[1] This means that they can most often be found guarding the dark treasury of Erebus which contains most of Hell's unimaginable wealth.[2] Barbed devils are very loyal to their masters. Caring nothing for the allure of the wealth they protect, they are only interested in guarding it to please their masters. When released on the Material Plane or required to track down someone (often one who has stolen from their masters) they are sadistic hunters, toying with their prey first before impaling them on their spikes, an agonisingly intimate death.[3] Barbed devils are created by imprisoning a lesser devil in the darkest, most lonely vaults of Erebus for three hundred and thirty three years; those who don't go completely insane or attempt to escape leave the darkened vault as a hamatula.[4] Barbed devils are some of the most dangerous lesser devils to summon as they resent being dragged away from what they are supposed to be protecting, especially if the task takes them a long time to complete. They can sometimes be appeased by an offering of rare treasures to add to their horde.[3]

References[]

Sours: https://pathfinder.fandom.com/wiki/Hamatula

Hamatula

Hamatulas, also known as barbed devils, serve as Hell's jailers and guardians. They are ruthlessly effective in that role.

Appearance

A barbed devil has a vaguely humanoid shape, standing around seven feet tall, but look even larger due to the spines that protrude from them. These barbs grow from almost every inch of the devil's body. Hamatulas often keep trophies from past victories impaled on their spikes as grisly decorations designed to intimidate their foes. Barbed devils weigh over 300 pounds.[1]

Habitat and ecology

Hamatulas dwell in the depths of Hell, where they serve as jailers and guardians of Hell's greatest and darkest treasures.[1] This means that they can most often be found guarding the dark treasury of Erebus, which contain most of Hell's unimaginable wealth.[2] Barbed devils are very loyal to their masters, caring nothing for the allure of the wealth they protect; they are only interested in guarding it to please their masters. When released on the Material Plane or required to track down a thief who has stolen from their masters, they are sadistic hunters who toy with their prey first before impaling them on their spikes, an agonisingly intimate death.[3]

Barbed devils are created by imprisoning a lesser devil in the darkest, most lonely vaults of Erebus for 333 years. Those who don't go completely insane or attempt to escape leave the darkened vault as hamatulas.[4]

Barbed devils are some of the most dangerous lesser devils to summon, as they resent being dragged away from their posts, especially if the task takes them a long time to complete. They can sometimes be appeased by offering rare treasures to add to their hoard.[3]

Abilities

A hamatula's most iconic trait is its battery of bristling spines all over its body, serving as both offensive weapons and a defensive shield against attackers. Their vicious claws strike supernatural fear into creatures they wound.

Barbed devils also have an impressive suite of magical abilities, allowing them to manipulate flames, create illusions, magically paralyze humanoids, smite good or chaotic creatures, teleport, and summon others of their kind.[1]

References

Sours: https://pathfinderwiki.com/wiki/Hamatula
  1. Slo cali squeeze
  2. Talon preserve
  3. Supernatural songs lyrics
  4. Fp c test questions

Jailors and coin-counters, hamatulas guard the treasures of Hell, including their own.  They are miserly and bloodthirsty by turns, and, as F. Wesley Schneider notes in Princes of Darkness, loath to be summoned by mortals.  Barbed devils don’t have to necessarily be outsiders, either—fans of darker fairy tales and films like Pan’s Labyrinth might easily adapt barbed devils for their purposes.

Elaborate dungeon complexes sometimes pierce the barriers between the planes.  More than one party has attempted to leave a dungeon only to come upon a plainly appointed room—surely not present a moment before—with two doors, each guarded by a barbed devil.  One door leads up and out to safety, the other to the devils’ personal treasure hordes and Hell.  Of course, the hamatulas do not intend to let adventurers through either.

A barbed devil is proud of his collection of grigs, pixies, and other winged sprites, kept suspended alive in magical cases with his very own spines.  Now he plans to auction off his collection.  The Queen of Zephyrs, a nymph air elementalist, wants the captive fey of her court freed, especially her favorite pixie cavalier.

Speaking of fey, barbed devils have analogs in the faerie realms.  Needlejacks are appallingly thorny, powerful fey as like to torment their kindred as they are mortals.  The unobservant might mistake one for a hamatula, but needlejacks have fey traits, tend toward Neutral Evil, and replace hamatulas’ unholy, fire-related, and summoning spell-like abilities with ones devoted to illusion, predation, and pure pain.

Pathfinder Bestiary 72

Sours: http://dailybestiary.blogspot.com/2011/08/barbed-devil.html
Basically Devils (D\u0026D)

From the tip of its lashing tail to the serrated features of its fang-filled visage, this fiery-eyed sentinel bristles with barbs.

Mythic Hamatula (CR 13/MR 5)
XP 25,600
Pathfinder Roleplaying Game Bestiary
LE Medium outsider (devil, evil, extraplanar, lawful, mythic)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +21

Defense

AC 31, touch 16, flat-footed 25 (+6 Dex, +15 natural)
hp 188 (12d10+122)
Fort +14, Ref +14, Will +8
Defensive Abilities mythic barbed defenseMA; DR 10/epic and good; Immune fire, poison; Resist acid 10, cold 10; SR 27

Offense

Speed 30 ft.
Melee 2 claws +20 (2d8+8/19–20/x3 plus cow foes and grab)
Special Attacks barb flingMA, barbed blightMA, impale 3d8+12, mythic power (5/day, surge +1d8), sickening strikeMA

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 27, Dex 23, Con 22, Int 12, Wis 15, Cha 18
Base Atk +12; CMB +20 (+24 grapple); CMD 36
Feats Alertness, Cleave, Combat ReflexesMF, Improved Critical (claws)MF, Iron WillMF, 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 (1 mythic barbed devil and 2–4 non-mythic barbed devils), or squad (2 mythic barbed devils and 4–9 non-mythic barbed devils)
Treasure standard

Special Abilities

Barb Fling (Su) As a standard action, a mythic hamatula can cause barbs to shoot out from its body in all directions. All creatures within 20 feet take 2d8+8 points of piercing damage (DC 22 Reflex half), plus 2 hit points of bleed damage. This bleed damage stacks with itself but not other sources of bleed damage. If the mythic hamatula spends one use of its mythic power, it can barb fling as a swift action, but it cannot use this ability twice in the same round.

Barbed Blight (Su) Whenever a mythic hamatula casts unholy blight, it may expend one use of mythic power to cause barbs to burst up through the ground in the area of the spell. All creatures in the radius take 1d8+8 points of piercing damage when the barbs appear, and the area is affected as spike stones for 1d4 rounds. Damage dealt by this ability is considered epic, evil, and lawful. Good or chaotic outsiders are sickened as long as they remain within the area and for 1 round thereafter (mythic good or chaotic outsiders can attempt a DC 22 Fortitude save to negate this effect).

Barbed Grapple (Ex) A mythic hamatula who is grappling an opponent may maintain the grapple with a move action instead of a standard action. If it maintains the grapple as a standard action it gains a +4 competence bonus to its CMB.

Cow Foes (Su) Any creature damaged by a mythic hamatula’s claws is cowering for 1 round (DC 22 Will negates). If a creature fails its save, a mythic hamatula may expend one use of its mythic power as a free action to increase the duration to 1d4+1 rounds. This is a mind-affecting fear effect. The save DC is Charisma- based and includes a +2 racial bonus.

Impale (Ex) A mythic hamatula deals 3d8+12 points of piercing damage to a grabbed opponent with a successful grapple check.

Mythic Barbed Defense (Su) A creature that strikes a mythic hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 2d8+8 points of piercing damage that bypasses damage reduction as an epic weapon, as well as 2 points of bleed from the devil’s barbs. Melee weapons with reach do not endanger a user in this way.

Sickening Strike (Su) When a mythic hamatula confirms a critical hit with its claw attack the target is sickened for one round (or staggered for 1 round if the target is already sickened). Multiple critical hits in a round against a single foe do not increase the duration of the sickened or staggered condition.

Sours: http://spheresofpower.wikidot.com/devil-barbed-cr-13-mr-5

Pathfinder barbed devil

SRD:Barbed Devil

This material is published under the OGL
Size/Type: MediumOutsider (Devil, Extraplanar, Evil, Lawful)
Hit Dice: 12d8+72 (126 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 29 (+6 Dex, +13 natural), touch 16, flat-footed 23
Base Attack/Grapple: +12/+22
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: Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 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)
Challenge Rating: 11
Treasure: Standard
Alignment: Always lawful evil
Advancement: 13–24 (Medium); 25–36 HD (Large)
Level Adjustment:

A barbed devil is about 7 feet tall and weighs about 300 pounds.

COMBAT

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 Defense (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.

Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 16), major image (DC 17), scorching ray (2 rays only). 1/day—order’s wrath (DC 18), unholy blight (DC 18). Caster level 12th. The save DCs are Charisma-based.


Back to Main Page → 3.5e Open Game Content → System Reference Document → Creatures

Sours: https://www.dandwiki.com/wiki/SRD:Barbed_Devil
-1e- Herald Caller Optimization

Devil, Hamatula (Barbed Devil)

Contents

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; Sensesdarkvision 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)

STATISTICS

Str 23, Dex 23, Con 22, Int 12, Wis 15, Cha 18
Base Atk +12; CMB +18 (+22 grapple); CMD 34
FeatsAlertness, Cleave, Combat Reflexes, Improved Critical (claws), Iron Will, Power Attack
SkillsAcrobatics +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.

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 up to Medium size

Impale (Ex)

A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.

Ecology

Environment any (Hell)
Organization
solitary, pair, team (3–5), or squad (6–11)
Treasure
standard

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.

Sours: https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/barbed/

You will also like:

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

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

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)

Str 23, Dex 23, Con 22, Int 12, Wis 15, Cha 18
Base Atk +12; CMB +18 (+22 grapple); CMD 34
FeatsAlertness, Cleave, Combat Reflexes, Improved Critical (claws), Iron Will, Power Attack
SkillsAcrobatics +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.

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 up to Medium size

Impale (Ex)

A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.

Infernal Sacrfice

Hamatulas despise being summoned away from their duties in Hell for any reason. A devil summoner who offers a hamatula rare treasures and exotic gems valued at more than 2,000 gp gains a +2 bonus on all Charisma checks made to compel the barbed devil into service, but only if the task takes less than 24 hours to complete. Those who try to compel hamatulas to longer terms of service, whatever the service might be, take a -2 penalty on their Charisma checks.

Pathfinder Chronicles: Princes of Darkness, Book of the Damned Vol. I. Copyright 2009, Paizo Publishing, LLC; Author: F. Wesley Schneider.

Sours: https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/outsiders/devil/barbed


595 596 597 598 599