Kaluk (Kara-Tur)
Large Outsider (Chaos, Evil, Native, Spirit)
Hit Dice: 11d8+33 (82 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 Size, +8 Natural), touch 9, flat-footed `7
Base Attack/Grapple: +11/+16
Attack: Slam +15 melee (1d4+5)
Full Attack: 2 Slams +15 melee (1d4+5) and 1 Gore +10 melee (2d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities
Special Qualities: Darkvision 60 ft., Immune to Mind-Affecting Effects
Saves: Fort +10, Ref +7, Will +8
Abilities: Str 21, Dex 10, Con 17, Int 10, Wis 13, Cha 17
Skills: Appraise +10, Bluff +13, Concentration +13, Diplomacy +13, Intimidate +16, Knowledge (Arcana, Religion) +10, Listen +11, Sense Motive +11, Spellcraft +10, Spot +11
Feats: Empower Spell--Like Ability, Improved Initiative, Power Attack, Quicken Spell-Like Ability
Environment: Temperate Hills and Forests
Organization: Solitary
Challenge Rating: 7
Treasure: None, it eats any treasure it acquires
Alignment: Always Chaotic Evil
Advancement: 12-16 HD (Large), 17-33 HD (Huge)
Level Adjustment: ---

"Why is he sniffing my jewelry?"

A Kaluk resembles a humanoid with the ears of a Hare and a bulging stomach. It has black hide that stinks of rotting meat, red tusks, silver hair, purple eyes and fingers that are blunt stubs incapable of holding anything. They usually wear a cape of golden scales. Living manifestations of greed and avarice, they live 500 years on average. When they near death they seek an appropriate human to replace them. They kidnap that individual and die after the ritual to transform them into a new Kaluk is performed.

Spell-Like Abilities (Sp): At Will: Detect Thoughts, See Invisibility. 3/Day: Steam Breath, Stinking Cloud, Suggestion. 1/Week: Temporal Stasis.

Combat: Kaluk demand jewelry or money in exchange for them not beating you up. Refuse, and they physically assault you, using their magic if necessary.