Init: +1. Senses: darkvision 60 ft.; Perception +24. Ac: 25, touch 11, flat-footed 24 (+1 Dex, +14 natural).
Hp: 125 (10d10+70).
Fortitude: +10. Reflex: +8. Will: +10. Dr: 10/good. Resist: acid 10, cold 10, fire 10. Immune: electricity, poison. Sr: 21.
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). Strength: 22. Dexterity: 13. Constitution: 24. Intelligence: 15. Wisdom: 17. Charisma: 16.
Base Attack: +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..
Environment: any (the Abyss). Organization: solitary, pair, or slaver gang (3-6 kalavakuses plus 10-20 slaves). Treasure: standard.
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)
Description: This muscular, violet demon walks upon elephantine feet. Large, razor-sharp horns cover its body.
Special Abilities
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. 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.