Hama Working Draft
Hama
Tiny Outsider (Native)
Hit Dice: 1d10 (5 hp)
Initiative: +2
Speed: 5 ft. (1 squares), fly 80 ft. (perfect)
Armor Class: 17 (+2 size, +2 Dex, +3 deflection), touch 17, flat-footed 15
Base Attack/Grapple: +1/-7
Attack: Claws +5 melee (1d3) or bite +5 melee (1d3)
Full Attack: Claws +5 melee (1d3) and bite +0 melee (1d3)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Demoralizing appearance
Special Qualities: Darkvision 60 ft., ethereal shift, rejuvenation, semi-ethereal
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 11, Int 9, Wis 10, Cha 14
Skills: Bluff +6, Intimidate +6, Knowledge (local) +3, Listen +4, Perform (song) +6, Sense Motive +4, Spot +4
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Underground
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Any
Advancement: 2-3 HD (Small)
Level Adjustment: —
A semi-transparent bird the size of an eagle or snowy owl. Its body glows faintly and its eyes are full of bright fire.
Hama are spirits of the dead that remain tied to our world by their desire to fulfill some unfinished task. During the day hama look like ordinary birds, although they might be of unusual size, but at night they take on a glowing ghostly appearance. The bird form of a hama invariably reflects the personality of the soul it formed from. Eagle or owl are the most common forms of hama, followed by sparrow, nightingale, parrot, falcon, peacock, and vulture.
A hama is always driven to accomplish a specific task; in most cases this task centers around a particular person or location. Hamas are solitary creatures who rarely stray far from their territory (or the subject of their obsession). If a hama's task is fulfilled the spirit bird departs for the afterlife, although good-aligned hama may delay their departure to reward creatures who helped release them from their mortal ties.
Hama can not speak but understand all languages. They can sing or squawk like the bird they resemble, which sometimes offer clues to their intentions or desires.
COMBAT
A hama will fight if it would further whatever purpose ties them to the Material Plane. If it wishes to avoid combat, a hama will fly away or try to scare its opponents into leaving. A fighting hama prefers to use its Flyby Attack feat to make hit-and-run attacks, it usually only makes full attacks when attacking a particularly hated opponent or it the hama is unable to maneuver. A cornered hama can use its Ethereal Shift ability as a safe escape route.
Demoralizing Appearance (Su): Any living creature with 1 Hit Dice or less that sees a hama must succeed at a DC 12 Will save or be frightened for 1d3 rounds, fleeing in the most expeditious manner available. This is a mind-affecting fear effect, the save DC is Charisma-based.
Ethereal Shift (Sp): Three times a day, a hama can shift from the Material Plane to the Ethereal Plane as a standard action. It can remain on the Ethereal Plane for as long as it can concentrate, or shift back to the Material Plane as a free action. A hama that is injured or distracted while using Ethereal Shift must succeed at a Concentration check or return to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 13th).
Semi-Ethereal (Ex): A hama exists simultaneously on both the Ethereal and Material planes. Hamas gain a deflection bonus to AC equal to 1-1/2 their Charisma modifier.
A hama's attacks can always affect targets on the Ethereal Plane, and ethereal opponents can always attack a hama. Furthermore, ethereal attackers ignore the hama's deflection bonus (giving the hama AC 14 against ethereal attacks). The hama's attacks affect targets on the Material Plane, and material attacks can affect the hama, unless the hama uses its Ethereal Shift ability (see above) to fully manifest on the ethereal plane.
A hama has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Rejuvenation (Su): In most cases, it’s difficult to destroy a hama through simple combat: The "destroyed" spirit will often restore itself in 1 year. Even the most powerful spells are usually only temporary solutions. A hama that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + hama’s HD) against DC 16. As a rule, the only way to get rid of a hama for sure is to determine its incomplete task and help it to accomplish its goal. The exact means varies with each spirit and may require a good deal of research. Even when its task is complete, a hama may linger in order to provide a reward for its helpers, although it can no longer rejuvenate if destroyed.