Hulsa

Source: Alien Archive 4

CR: 10 XP: 9,600

CN Medium fey

Init.: +0 Senses: low-light vision, see invisibility Perception: +19

Defense

HP: 142 RP: 5

EAC: 23 KAC: 24

Fort: +11 Ref: +9 Will: +13

Offense

Speed: 30 ft., fly 60 ft. (Su, perfect)

Melee: solar weapon +21 (3d6+11 F or S; critical burn 1d6)

Ranged: light ray +20 (3d6+11 E & F; critical burn 1d6)

Offensive Abilities: flashing strikes, kaleidoscopic glow, stellar revelations (miniature star [10-ft. radius, 5d6 F], supernova [15-ft. radius, 11d6 F; DC 19])

Spell-like Abilties: (CL 10th)

Statistics

Str: +1 Dex: +0 Con: +1 Wis: +5 Int: +3 Cha: +8

Skills: Acrobatics +19 (+27 to fly), Life Science +24, Mysticism +24, Physical Science +24

Languages: Common; electromagnetic communication

Ecology

Environment: any

Organization: solitary, pair, or constellation (3–5)

Special Abilities

<p><b>Electromagnetic Communication (Su)</b> A hulsa can communicate with other creatures within the same star system. With other hulsas, this ability functions as telepathy. Otherwise, the hulsa mentally broadcasts to technological comm units.<br/> <b>Flashing Strikes (Ex)</b> When making a full attack entirely with melee weapons, a hulsa takes a –3 penalty to each attack roll instead of the normal –4 penalty.<br/> <b>Kaleidoscopic Glow (Su)</b> A hulsa is supernaturally luminous, shining bright light out to a range of 30 feet, normal light for another 30 feet, and dim light for another 30 feet. A magical effect can reduce the light in this area only if its source has a higher level or CR than the hulsa. A hulsa can extinguish or relight their light as a move action.<br/> In addition, the hulsa can spend 1 Resolve Point to oscillate the bright light from this ability for as long as the fey maintains concentration. Creatures within 90 feet of the hulsa that can see this light become fascinated while the effect lasts and for 1 round after it ends (Will DC 19 negates). The hulsa can instead focus the glow on one creature, which works like the hypnotic glow stellar revelation of a 10th‑level solarian (DC 19, 10 rounds). Hulsas are immune to this ability. This is a mind-affecting effect.<br/> <b>Life-Giving Glow (Su)</b> A hulsa can spend 1 Resolve Point to heal living creatures within their bright light. They can heal themself or one other living creature as a standard action, or themself and other creatures of their choice in their bright light as a full action. Each target regains 8d8 Hit Points. When using this ability as a full action, the hulsa can spend 1 additional Resolve Point to also harm undead in the area, dealing 8d8 electricity and fire damage to each one (Fortitude DC 19 half).<br/> <b>Light Ray (Su)</b> A hulsa’s light ray has a range increment of 90 feet and the bright special property.</p>

Description