Demon, Kalavakus
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.
- HP
- 125 (10d10+70)
- AC
- 25, touch 11, flat-footed 24 (+1 Dex, +14 natural)
- Speed
- 30 ft.
- Init
- +1
- Melee
- bite +16 (1d6+6), 2 claws +16 (1d8+6), gore +16 (2d6+6)
- BAB
- +10
- CMB
- +16 (+22 disarm)
- CMD
- 27
- Fort
- +10
- Ref
- +8
- Will
- +10
- DR
- 10/good
- SR
- 21
- Racial Modifiers
- +8 Perception
Weapons: Martial, Simple
Enslave Soul — 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 — 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.
powerful charge (gore, 4d6+12)
<p class="stat-block-1"> You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. </p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
Acrobatics +14, Climb +19, Intimidate +16, Knowledge (planes) +15, Perception +24, Sense Motive +16, Stealth +14, Use Magic Device +16
- Type
- Outsider
- Alignment
- CE
- Size
- Medium
- Environment
- any (the Abyss)
- Organization
- solitary, pair, or slaver gang (3-6 kalavakuses plus 10-20 slaves)
- Treasure
- standard
- Senses
- darkvision 60 ft.; Perception +24
- Languages
- Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
- Source
- Bestiary 2
-
Uses feat: Combat Expertise (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Disarm (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Trip (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Knows spell: Command (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Teleport, Greater (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Telekinesis (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Air Walk (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Dominate Person (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Haste (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Command, Greater (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Symbol Of Persuasion (Spell)House/Core — covered by the site's Section 15.
Loading references...