The material below is Open Game Content from a 3PP Source
This muscular, violet demon walks upon elephantine feet. Large, razor-sharp horns cover its body.
Kalavakus (CR 10; 9,600 XP)
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.
Environment any (the Abyss)
Organization solitary, pair, or slaver gang (3–6 kalavakuses plus 10–20 slaves)
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.
Horns (Ex) 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.