Demon, Kalavakus (CR 12/MR 5)

Mythic Kalavakus (CR 12/MR 5)
XP 19,200
Pathfinder Roleplaying Game Bestiary 2
CE Medium outsider (chaotic, demon, evil, extraplanar, mythic)
Init +1; Senses darkvision 60 ft.; Perception +24


AC 30, touch 11, flat-footed 29 (+1 Dex, +19 natural)
hp 175 (10d10+120)
Fort +14, Ref +4, Will +10
Defensive Abilities DR 10/epic and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 23


Speed 30 ft.
Melee bite +17 (1d6+7), 2 claws +17 (1d8+7), gore +17 (2d6+7 plus 1d6 bleedMA)
Special Attacks enslave soulMA (DC 19), hornsMA, mythic power (5/day, surge 1d8), mythic spell-like abilitiesMA, powerful charge (gore, 4d6+14), slaver’s majestyMA (DC 19), slaves to fodderMA (DC 19)

Spell-Like Abilities (CL 12th; concentration +16)
At will—command (DC 15), greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 19)
3/day—air walk, quickened dominate person (DC 19), haste
1/day—greater command (DC 19), summon (level 4, 1 kalavakus 40%), symbol of persuasion (DC 20)


Str 24, Dex 13, Con 24, Int 15, Wis 17, Cha 18
Base Atk +10; CMB +17 (+19 bull rush, +23 disarm, +19 trip); CMD 30 (32 vs. bull rush, 36 vs. disarm, 32 vs. trip)
Feats Combat ExpertiseMF, Improved Bull Rush, Improved Disarm, Improved Trip, Power AttackMF, Extra Mythic PowerMF
Skills Acrobatics +14, Climb +20, Intimidate +17, Knowledge (planes) +15, Perception +24, Sense Motive +16, Stealth +14, Use Magic Device +17; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft
SQ Mythic Spell-like Abilities


Environment any (Abyss)
Organization solitary, pair, or slaver gang (1 mythic kalavakus, 2-5 non-mythic kalavakuses, plus 10–60 slaves)
Treasure standard

Special Abilities

Enslave Soul (Su) A mythic 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 19 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 target fails the save, 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 or by the kalavakus’ slaves to fodder ability, the soul immediately infuses the demon’s body, affecting it as a heal spell (CL 12th). A mythic kalavakus can have up to 13 mortal souls enslaved at a time—if it enslaves a 14th soul, the first is released. This is a mind-affecting death effect. The save DC is Charisma-based.

Horns (Ex) A mythic kalavakus’ horns bypass all DR, including epic DR. Additionally, the 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.

Mythic Spell-like Abilities (Su) Three times per day when a mythic kalavakus uses a spell-like ability, it can expend one or more uses of its mythic power to duplicate the mythic version of that spell. It can augment such spells as a 6th-tier mythic character.

Slaver’s Majesty (Su) A mythic kalavakus can expend one use of mythic power as a standard action to force all creatures within 60 feet to grovel before it in awe and fear. All creatures within 60 feet of the kalavakus that do not succeed on a DC 19 Will save immediately drop to the ground and cower for 1 round. If a creature successfully saves, it is instead staggered for 1 round. Additionally, the kalavakus can expend another use of mythic power as a swift action to extend the duration of the cowering condition for creatures that failed their Will save by an additional round. This is a mind-affecting compulsion effect. The save DC is Charisma-based.

Slaves to Fodder (Su) A mythic kalavakus can expend one use of mythic power as a free action to command a mortal whose soul it has enslaved to commit suicide. If the enslaved mortal fails a DC 19 Will save, he draws a weapon and attempts a coup de grace action on himself. If the target does not have a weapon in immediate reach, he attempts a coup de grace action on himself by bashing his head against a nearby wall or floor and takes 2d4 points of damage. If the enslaved mortal survives the suicide attempt, the effect ends and he is dazed for 1 round. This is a mind-affecting compulsion effect. The save DC is Charisma-based.

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.