Hamatulas speak Infernal, Celestial, and Draconic.
Spell-Like Abilities: At will: animate dead, charm person,
desecrate, doom, hold person, major image, produce flame,
pyrotechnics, and suggestion; 1/day-order's wrath or unholy
blight. These abilities are as the spells cast by a 9th-level
sorcerer (save DC 10 + spell level). A hamatula can teleport
without error (self plus 50 pounds of objects only) at will as
the spell cast by a 12th-level sorcerer.
Fear (Su): A creature hit by a hamatula must succeed at a Will
save (DC 14) or be affected as though by fear cast by a 9th-level
sorcerer. Whether or not the save is successful, that creature
cannot be affected again by that hamatula's fear ability for
Improved Grab (Ex): To use this ability, the hamatula must hit
with a claw attack. If it gets a hold, it can impale the opponent
on its barbed body.
Impale (Ex): A hamatula deals 3d4+4 points of damage to a
grabbed opponent with a successful grapple check.
Summon Baatezu (Sp): Once per day a hamatula can attempt to
summon 2d10 lemures with a 50% chance of success, or another
hamatula with a 35% chance of success. This is much as though
casting a summon monster spell. Summoned creatures automatically
return whence they came after 1 hour. A baatezu that has just been
summoned cannot use its own summon ability for 1 hour.
Immunities (Ex): Baatezu are immune to fire and poison.
Resistances (Ex): Baatezu have cold and acid resistance 20.
See in Darkness (Su): All devils can see perfectly in darkness
of any kind, even that created by deeper darkness spells.
Telepathy (Su): Hamatula can communicate telepathically with
any creature within 100 feet that has a language.