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KalavakusCreature 10


CEMediumDemonFiend
Source Pathfinder #147: Tomorrow Must Burn
Perception +19 (darkvision)
Languages Abyssal, Celestial, Draconic, Telepathy 100 Feet
Skills Acrobatics +15, Athletics +23, Intimidation +22, Religion +17, Stealth +19
Str +7, Dex +1, Con +5, Int +2, Wis +3, Cha +3

AC 30; Fort +21; Reflex +17; Will +19; +1 status to all saves vs. magic
HP 200
Speed 25 feet
Weaknesses Coldiron 10, Good 10

Horns One Action +23 (+18, +13) to hit (deadly d8) 2d10+13 Piercing
Claw One Action +23 (+19, +15) to hit (agile) 2d8+13 Slashing
Jaws One Action +23 (+18, +13) to hit 2d6+13 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicAttack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Horn Snare Reaction

Trigger A creature misses the slaver demon with a melee weapon Strike.


Effect The slaver demon attempts to Disarm the weapon used in the triggering Strike with a -2 penalty. If it rolls a success, it gets a critical success instead. The demon doesn't need a free hand to use this ability.

Liberation Vulnerability

The first time each round that a creature escapes from the slaver demon's Enslave Soul or the slaver demon witnesses a creature being freed from captivity or mental enslavement, the demon takes 3d6 mental damage.

Enslave Soul Two Actions (arcane, enchantment, mental)

The demon enslaves the soul of a living creature within 60 feet. The target can attempt to resist this enslavement with a DC 29 will save.

A slaver demon can have only one living soul enslaved with this ability at a time, and no more than one slaver demon can enslave the same soul. If a slaver demon kills a creature whose soul it has enslaved, the demon regains 20 HP and the soul is consigned to an eternity of toil in the Abyss, adding to the slaver demon's tally of souls and allowing the demon to enslave another.


Success The target avoids being enslaved and is temporarily immune for 24 hours.

Failure The target is enslaved and is Enfeebled 2 for 24 hours or until the slaver demon is slain, whichever comes first.

Critical Failure As failure, and the target also suffers the effects of a failed saving throw against Dominate.


Divine Innate Spells (DC 27, +19 to hit)

1st Level: Command (At Will)
3rd Level: Haste
4th Level: Air Walk, Dimension Door, Dimension Door (At Will)

Divine Rituals

1st Level: Abyssal Pact


Kalavakuses work as slavers in the Abyss, earning them the alternate moniker of "slaver demons"; these fiends round up captured victims and sell them to other fiends or unscrupulous mortals. Pleas for freedom or clemency fall on deaf ears, as slaver demons consider anyone they can catch and hold to be their rightful property and theirs to sell. Kalavakuses know more than just physical means of restraining slaves; they also know how to fetter a victim's soul. The most successful slaver demons have vast slave-pits in the Abyss where they keep stables of imprisoned souls.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.