The most assertive of sabertusks. Though not all packs possess a leader, who led packs of sabertusks are observed to exhibit more aggression. Some have even reported alphatusks rampaging through houses miles from their own natural habitat.
As a summoned, template, creature, this creature has several changes. Anything noted with  is what it gains from the template associated with the summoners’ alignment. Divine is always listed first, and Unholy afterwards.
N Large Divine / Unholy Animal [(holy/shadow)]
Init +7; Senses Darkvision 60 ft. [darkvision 60 ft./darkvision 120 ft. and see in darkness], low-light vision, scent; Perception +15
[Aura Sacred Aura/Profane Aura]
AC 20, touch 12; flat-footed 17 (+3 dex, +8 natural, -1 size)
hp 85 (10d8+40), fast healing 7;
Fort +11, Ref +10, Will +5
Resist Fire 10, Holy 5, [holy 15/shadow 15]
Weakness Ice, [shadow/holy]
Speed 50 ft. [60ft]
Melee 2 Claws +13 (1d8+6 [+1d10 holy/shadow] plus grab), Gore +14 (2d8+6 [+1d10 holy/shadow] plus trip when charging)
Space 10 ft.; Reach 10 ft. (15 ft. for Gore)
Special Attacks Powerful Charge, Pounce, Rake (2 claws +13, 1d8+6), Throat-Rip, [Sacredness /Profane Attacks]
Str 22, Dex 16, Con 18, Int 2, Wis 14, Cha 8
Base Atk +8; CMB +15 (+19 grapple); CMD 28 (32 vs. trip)
Feats Combat Reflexes, Improved Initiative, Power Attack, Skill Focus (Perception), Weapon Focus (Gore)
Skills Acrobatics +14, Perception +16, Stealth +14, Swim +19; Racial Modifiers +4 Perception, +4 Survival when tracking by scent
An alphatusk can make a full attack when it makes a charge attack.
Powerful Charge (Ex)
An alphatusk, when it makes a charge attack, he also deals double damage with his gore attack and gains a free action to do a trip combat maneuver. On a failed combat maneuver check, the alphatusk is not tripped in return. This ability works only on creatures of a size equal to or smaller than the alphatusk.
As a full-round action, an alphatusk can deliver a coup de grace against a helpless opponent. If the victim survives the attack, he must succeed on a Fortitude save (DC 10 + damage dealt) or dies. Opponents killed in this manner cannot be raised, but Arise, Full-Life, or the like can restore the slain creature to life.
Divine – Sacred Aura (Su)
A divine creature emits supernatural light in a 10-foot radius around it. All those within the area of effect take 3d6 holy damage. A divine creature can suppress or resume the use of this ability as a free action.
Divine – Sacredness (Su)
Each of a divine creature’s melee attacks with a natural or manufactured weapon deal +50% more holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.
Unholy – Profane Aura (Su)
An unholy creature emits supernatural darkness in a 10-foot radius around it. All those within the area of effect take 3d6 shadow damage. An unholy creature can suppress or resume the use of this ability as a free action.
Unholy – Profane Attacks (Su)
Each of an unholy creature’s melee attacks with a natural or manufactured weapon deal +50% more shadow damage against creatures of good alignment. All of its natural and manufactured weapons are treated as evil-aligned for overcoming damage reduction.