|Horned Demon (Kalavakus)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +24
AC 25, touch 11, flat-footed 24 (+1 Dex, +14 natural)
hp 125 (10d10+70)
Fort +10, Ref +8, Will +10
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; 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)
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)
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.
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.
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.