Kalavakus

CR: 10 XP: 9,600


CE Medium outsider (chaotic, demon, evil, extraplanar)


Init: +1 Senses: darkvision 60 ft. Perception: +24


Defense

AC: 25, touch 11, flat-footed 24 (+1 Dex, +14 natural)


hp: 125 (10d10+70)


Fort: +10 Ref: +8 Will: +10


DR: 10/good


Resist: acid 10, cold 10, fire 10


Immune: electricity, poison


SR: 21


Offense

Speed: 30 ft.


Melee: bite +16 (1d6+6), 2 claws +16 (1d8+6), gore +16 (2d6+6)


Special Attacks: enslave soul, horns, powerful charge (gore, 4d6+12)


Spell-Like Abilities: (CL 12th; concentration +15) At will—command (DC 14), greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 18) 3/day—air walk, dominate person (DC 18), haste 1/day—greater command (DC 18), summon (level 4,, 1 kalavakus 40%), symbol of persuasion (DC 19)


Statistics

Str: 22 Dex: 13 Con: 24 Int: 15 Wis: 17 Cha: 16


Base Atk: +10 CMB: +16 (+22 disarm) CMD: 27


Feats: Combat Expertise, Improved Bull Rush, Improved Disarm, Improved Trip, Power Attack


Skills: Acrobatics +14, Climb +19, Intimidate +16, Knowledge (planes) +15, Perception +24, Sense Motive +16, Stealth +14, Use Magic Device +16, Racial Modifiers +8 Perception


Languages: Abyssal, Celestial, Common, Draconic telepathy 100 ft.


Ecology

Environment: any (the Abyss)


Organization: solitary, pair, or slaver gang (3–6 kalavakuses plus 10–20 slaves)


Treasure: standard


Description

Enslave Soul (Su) A kalavakus can attempt to enslave the soul of any mortal creature within 60 feet as a swift action. The kalavakus must have line of sight to the target.

The target can resist this special attack with a DC 18 Will save, but is staggered for 1 round even if the save is successful. If the save is successful, the creature is immune to this ability for 24 hours. If the save is a failure, the target’s soul is enslaved—this creature takes a –6 penalty on all attack rolls and saving throws against that kalavakus. If a creature with an enslaved soul is slain by that kalavakus, the soul immediately infuses the demon’s body, affecting it with a heal spell (CL 12th). A kalavakus can have only one mortal soul enslaved at a time—if it enslaves a second soul, the first is released. This is a mind-affecting death effect. The save DC is Charisma-based.

Horns (Ex) The kalavakus’s numerous horns can easily catch weapons and yank them away from opponents. The demon gains a +4 racial bonus on all disarm attempts as a result. Known to some as “horned demons,” the kalavakus demons are hulking, muscled beasts. They work as slavers on the Abyss, sometimes as harem keepers or captains of the guard for a more powerful demon, and at other times as mercenaries who sell their captured victims for profit to anyone with the funds to pay.

A kalavakus is 7 feet tall and weighs 450 pounds. They form from the souls of evil mortals who were slavers in their mortal lives.

530 63 530 6 Demon, Omox This rancid-smelling mound of animated ooze has about its shifting countenance the hideous shape of a half-melted man.

Source: Pathfinder Roleplaying Game Bestiary 2