Div, Akvan
Akvans number among the most physically powerful and openly destructive servants of Ahriman, directly carrying out his ancient plans for oblivion. Their twisted minds bend toward desolation, ruin, and blasphemy, and their hatred of the gods of creation and beings renowned for inspiring art and wonder knows few equals. Whereas most divs turn their cruelty and vengefulness exclusively upon mortals, akvans broaden the scope of their hatred to encompass geniekind as well.
Akvans seek out wonders to destroy—monuments from lost ages that have long inspired awe and pride or beings and establishments said to be invincible. While divs typically spread their taint through more subtle ways, akvans target symbols for destruction, bringing down not just stone and mortar but hopes and dreams. Additionally, these masters of destruction promote the creation of new horrors, transforming their most hated victims, genies, into nightmares known as ghuls. Thus, an akvan's evil does not end with its victim's death, as slain genies arise from the battlefield—or are belched up from an akvan's gullet—as blasphemous undead servants. These undead minions serve their terrifying master and, over the ages, gather around it as an army of profane slaves.
Hatred and hunger for genies and those allied with them constitute the racial compulsion to which all akvans bow. These divs always go out of their way to hunt, destroy, and consume any genie they encounter. While wise enough to not waste their lives in combat against foes obviously more powerful then they, akvans seek to bring low any such opponents, if not by brute strength, then by guile.
Akvans stand approximately 40 feet tall and weigh over 30,000 pounds.
As akvans go through existence slaying mortals and genies, many gravitate toward one of the races of geniekind, targeting members of that race with particular passion. Over ages of service, akvans who prove especially lethal in slaughtering genies garner the attention of Ahriman, who blesses such divs with increased power, transforming them into akvan princes.
Each akvan prince dedicates itself to extinguishing a particular type of genie and gains special abilities with which to slaughter genies of that type. An akvan prince gains an additional 4–8 Hit Dice, a +4 bonus to three ability scores, and has a CR of 22–24. The akvan prince also gains one of the following sets of abilities, depending on what type of genies it hunts.
- HP
- 372 (24d10+240)
- AC
- 38, touch 10, flat-footed 34 (+13 armor, +4 Dex, +15 natural, -4 size)
- Speed
- 50 ft., fly 120 ft. (good)
- Init
- +12
- Melee
- bite +32 (2d8+12 plus grab/19-20), 2 claws +32 (2d6+12), tail slap +30 (2d10+6)
- BAB
- +24
- CMB
- +40
- CMD
- 58
- Fort
- +18
- Ref
- +22
- Will
- +21
- DR
- 15/cold iron and good
- SR
- 31
create ghul, rend (2 claws, 2d6+18), shake faith, swallow whole (6d6+18 plus 4d6 energy damage, AC 25, 37 hp), torturous gullet, trample (2d8+18, DC 34)
armor training 4
Awesome Blow, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Critical (bite), Multiattack, Power Attack, Staggering Critical, Stunning Critical
Acrobatics +28 (+36 when jumping), Bluff +43, Diplomacy +31, Fly +27, Intimidate +31, Knowledge (arcana) +31, Knowledge (planes) +31, Knowledge (religion) +19, Perception +34, Sense Motive +30, Spellcraft +19, Use Magic Device +23
Constant-true seeing
At will-align weapon, detect magic, greater teleport (self plus armor and 50 lbs. of objects only), magic circle against good, telekinesis (DC 23)
3/day-blasphemy (DC 25), disintegrate (DC 24), dispel magic, forcecage (DC 25), protection from energy
1/day-geas/quest, plane shift, summon (level 6, 1d2 sepids 100%)
- Type
- Outsider
- Alignment
- NE
- Size
- Gargantuan
- Environment
- any (Abaddon)
- Senses
- darkvision 60 ft., see in darkness, true seeing; Perception +34
- Languages
- Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
- Source
- Bestiary 3
Loading references...