Old Hashmallim Traits

Hashmallim

Hashmal Subtype
Traits: A hashmal possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision out to 60 feet and low-light vision.
  • Immunity to cold, electricity and petrification.
  • +4 racial bonus on saves against poison.
  • Sonic Defiance (Su): A hashmal suffers only half damage from any sonic attack, and no damage if it successfully saves against the effect.
  • Resistance to fire 10
  • All hashmal possess the [Lawful, Good] subtypes.
  • Tongues (Su): A hashmal can speak with any creature that has a language, as per the spell as cast by a 14th level sorcerer.
  • Aura of Divine Regulation (Su): The hashmallim are devoted to regulating the affairs of Heaven and Good. To aid them in this task, they can radiate an aura of divine regulation. This aura grants one of the following benefits to all good-aligned creatures within 30 feet (to a maximum of seven creatures, including the hashmal); a hashmal can alter the aura to accomplish a different purpose as a move action.

a. Faith: Gain the benefits of heroism.
b. Hope: Gain the benefits of good hope. A hashmal must have at least 10 Hit Dice before it gains access to this aura.
c. Love: All creatures are treated as being under the effect of a greater status spell. A hashmal must have at least 10 Hit Dice before it gains access to this aura.
d. Prudence: Cannot be surprised unless all creatures are surprised. Cannot be flanked unless all creatures are flanked. Never flat-footed so long as one affected creature is not flat-footed. A hashmal must have at least 14 Hit Dice before it gains access to this aura.
e. Fortitude: Gain the benefits of magic circle against evil and aid. A hashmal must have at least 14 Hit Dice before it gains access to this aura.
f. Justice: Gain the ability to ascertain the alignment of any creature within 60 feet on sight; spells such as misdirection or nondetection do not foil this ability. A hashmal must have at least 14 Hit Dice before it gains access to this aura.
g. Temperance: Gain a +4 bonus on saves against spells or effects with the evil descriptor, and fast healing 3. A hashmal must have at least 21 Hit Dice before it gains access to this aura.

  • Angel: Hashmallim are considered angels for all purposes.