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Summoned Creature: HalmaA heavily armored helm which wander around in ruins or dungeons.

As a summoned, template, creature, this creature has several changes. Anything noted with [] is what it gains from the template associated with the summoners’ alignment. Divine is always listed first, and Unholy afterwards.

Halma (CR 7)

XP 3,200
CE Small Divine / Unholy Aberration [(holy/shadow)]
Init +0; Senses Darkvision 60 ft. [-/darkvision 120 ft. and see in darkness], low-light vision; Perception +8
[Aura Sacred Aura/Profane Aura]

DEFENSE

AC 21, touch 11; flat-footed 21 (+10 natural, +1 size)
hp 76 [108] (9d8+54)
Fort +10, Ref +3, Will +7
DR 5/-
[Defensive Abilities Dark Energy Resistance/Holy Energy Resistance]
Resist
Earth 10, Ice 5, Water 5, [holy 15/shadow 15]
Strong Physical
Weakness Fire, [shadow/holy]

OFFENSE

Speed 20 ft. [30 ft]
Melee 2 Slams +12 (1d6+5 [+1d10 holy/shadow] plus slow)
Space 5 ft.; Reach 5 ft.
Special Attacks Slow (DC 16 Fort save)

STATISTICS

Str 20, Dex 10, Con 20, Int 5, Wis 14, Cha 10
Base Atk +6; CMB +10; CMD 20
Feats Cleave, Great Fortitude, Improved Natural Attack (Slam), Power Attack, Toughness
Skills Acrobatics +6, Perception +8, Survival +8

SPECIAL ABILITIES

Slow (Ex)

Slam – injury; save Fort DC 16; frequency for 1d4 rounds; slow status effect; cure 1 save. The save DC is Wisdom-based

Divine – Sacred Aura (Su)

A divine creature emits supernatural light in a 10-foot radius around it. All those within the area of effect take 1d6 holy damage. A divine creature can suppress or resume the use of this ability as a free action.

Divine – Dark Energy Resistance (Su)

When a divine creature is struck by an attack using shadow energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the divine creature may make a level check (1d20 + 9) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds, the dark energy attack is canceled out in a bright flash. If the dark energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of holy damage.

Unholy – Profane Aura (Su)

An unholy creature emits supernatural darkness in a 10-foot radius around it. All those within the area of effect take 1d6 shadow damage. An unholy creature can suppress or resume the use of this ability as a free action.

Unholy – Holy Energy Resistance (Su)

When an unholy creature is struck by an attack using holy energy or cure spells, the unholy creature may make a level check (1d20 + 9) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds, the holy energy attack is canceled out in a bright flash. If the holy energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of shadow damage.