CN Large aberration
Init +5; Senses blindsight (thought) 120 ft., darkvision 60 ft., sense through (thought); Perception +29
EAC 31; KAC 30
Fort +15; Ref +15; Will +22
Defensive Abilities incorporeal, searing mind; Immunities advanced immunities; SR 28
Weaknesses vulnerable to electricity
Speed fly 120 ft. (Ex, perfect)
Melee energy surge +25 (8d6+17 F)
Ranged energy surge +27 (4d8+17 F)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 17th; melee +25) 1/day—control gravity (DC 26), gravitational singularity (DC 26) 3/day—greater synaptic pulse (DC 25), retrocognition, synapse overload (DC 25), telekinesis (DC 25) At will—confusion (DC 24), mind probe (DC 24)
Str —; Dex +5; Con +8; Int +11; Wis +8; Cha +5
Skills Culture +34, Mysticism +34
Languages Hallas, telepathy 120 ft. and telepathy (anywhere on same plane, other hallajins only)
Other Abilities light leap, shining form
Advanced Immunities (Ex) Hallajins are immune to bleed, disease, mind-affecting effects, paralysis, poison, sleep, and stunning. They are also immune to ability damage, ability drain, exhaustion, fatigue, negative levels, and nonlethal damage.
Energy Surge (Ex) A hallajin can concentrate its glowing form into deadly flaming energy to make either melee or ranged attacks. Its ranged energy surge attack has a range increment of 100 feet.
Light Leap (Su) As a full action, a hallajin can teleport (as per teleport), except it can’t leave or enter an area enclosed by barriers of electrical energy.
Searing Mind (Ex) The mind and spirit of a hallajin is so convoluted and energetic that direct contact with it via abilities like detect thoughts, mind link, or other spells or abilities that charm or dominate causes feedback of psychic energy. The creature contacting the hallajin’s mind takes 4d8+8 psychic damage (Will DC 24 half). This damage occurs each round a creature remains in contact with the hallajin’s mind. A hallajin using its telepathy on a creature doesn’t affect it in this way.
Shining Form (Ex) A hallajin sheds light as per a beacon.