Kalavakus
This muscular, violet demon walks upon elephantine feet. Large, razor-sharp horns cover its body.
Kalavakus (CR 10)
Medium Outsider (Chaotic, Demon, Evil, Extraplanar)Alignment: Chaotic Evil
Initiative: +1
Senses: Darkvision 60 feet; Perception +24
Speed: 30 feet
Space: 5 feet
Defense
Armor Class: 25, touch 11, flat-footed 24 (+1 Dex, +14 natural)Hit Points: 125 (10d10+70)
Saving Throws: Fort +10, Ref +8, Will +10
Damage Reduction: 10/good
Immunity: electricity, poison
Energy Resistance: acid 10, cold 10, fire 10
Spell Resistance: 21
Offense
Melee: bite +16 (1d6+6), 2 claws +16 (1d8+6), gore +16 (2d6+6)Reach: 5 feet
Special Attacks: enslave soul, horns, Powerful Charge (gore, 4d6+12)
Spell-Like Abilities (CL 12th; Concentration +15):
- At Will- Command (DC 14), Teleport, Greater (self plus 50 lbs. of objects only), Telekinesis (DC 18)
- 3/day- Air Walk, Dominate Person (DC 18), Haste
- 1/day- Command, Greater (DC 18), summon (level 4, 1 kalavakus 40%), Symbol of Persuasion (DC 19)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
22 (+6) | 13 (+1) | 24 (+7) | 15 (+2) | 17 (+3) | 16 (+3) |
CMB +16 (+22 Disarm)
CMD 27
Feats: Powerful Maneuvers, Deft Maneuvers
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
Special Abilities
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.Ecology
Environment: Any, AbyssOrganization: solitary, pair, or slaver gang (3-6 kalavakuses plus 10-20 slaves)
Treasure: standard
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.