
Hama
Tiny Undead
Hit Dice: 1d12 (7 hit points)
Initiative: +2
(Dex)
Speed: 2, Fly 40 (Average)
AC: 18 (+2 size, +2 Dex, +4 deflection)
Attacks: Flurry -1/-1 melee
Damage:
Flurry 1d4-1
Face/Reach: 2 ½ ft / 0 ft
Special Attacks: Fear Aura
Special
Qualities: Undead, Incorporeal 3/day,
Turn Immunity
Saves: Fort +0, Ref +2, Will
+5
Abilities: Str 8, Dex 15, Con -, Int 12, Wis 16, Cha 10
Skills: Intimidate
+4, Sense Motive +7, Search +4, Spot +8, Listen +9, Hide +6, Move Silently +6,
Intuit Direction +7, Concentration +4
Feats: Alertness, Flyby
Attack
Climate/Terrain: Any
Organization:
Solitary
Challenge Rating: 1
Treasure:
None
Alignment: Any
Advancement: None
Hama are spirit birds formed when the soul
rises from the body in bird form upon a person's death. This spirit bird normally
leaves the Prime Material Plane and makes its journey to the afterlife.
Those who die by violence or with some important duty unfulfilled leave their
hama tethered to the Prime Material Plane, seeking to right things before they
leave. The two most common forms of the hama are the owl and the eagle,
but other bird forms are possible. Sparrow, nightingale, parrot, falcon,
peacock, and even vulture hama have been seen, and the form of a hama reflects
the alignment and personality of the soul that formed it. The spirit form
or hama of wicked people is always either a week flier (such as a rooster or
parrot) or completely unable to fly (like an emu or a bird with clipped
feathers).
Hama are unable to communicate with speech,
but their songs and croaking sometimes offer clues to what they are seeking to
accomplish before they pass on. After their task is accomplished, hama
depart for their final reward on the outer planes. Until then, they only
react to creatures related to their final tasks or creatures able to assist or
hinder them with their goals. Helping a good hama accomplish its task may
result in the granting of a gift to the helpful party. In some cases, a
hama may even delay its departure to the outer planes by several days to repay
its obligation.
Combat
Hama
attack in a flurry of wispy claws, beaks, and wings, for a total of two
effective attacks per round.
Fear Aura (Su): Seeing a hama
causes living creatures (except ammut) to become
panicked. Unless a successful Will save is made (DC 14), the living suffer
a -2 morale penalty on saving throws and they flee from the Hama. A
panicked creature is 50% likely to drop what they are holding, and chooses its
path randomly, fleeing any other dangers that confront it. If cornered, a
panicked creature cowers. The effect lasts for 4 rounds.
Incorporeal
(Su): By concentrating, a hama may make its form incorporeal. It may
do this three times per day, with each instance lasting as long as the hama can
maintain its concentration. It may fly while concentrating.
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