Akvan Div – Genie-Slayer

Akvan: the forty-foot-tall destroyer of wonders, devourer of genies, and creator of ghul armies.
Source: Pathfinder Roleplaying Game Bestiary 3, page 84.
An Akvan is among the largest, strongest, and most openly destructive of the divs. Where lesser divs corrupt a work slowly, an Akvan tears it down before those who believed it eternal. It targets monuments, palaces, libraries, bridges, temples, observatories, magical academies, celebrated gardens, and living beings whose achievements inspire hope.
An Akvan does not destroy merely to create rubble. It chooses something whose loss will wound a people’s confidence in themselves. It breaks the supposedly unbreakable, kills the supposedly invincible, and leaves survivors alive to witness the ruin.
Akvans serve Ahriman, the ancient spirit of annihilation and Lord of the Divs. From the ruined hinterlands of Abaddon, Ahriman corrupts the spirits of hateful genies and reshapes them into servants dedicated to ruin, spite, and the destruction of mortal achievement.
An Akvan’s hatred extends beyond mortals to geniekind. A genie slain by an Akvan may rise moments later as an enslaved ghul, stripped of its former elemental powers and forced to destroy the wonders it once defended. Akvans belong among the most dangerous creatures of the Near East Bestiary.
Appearance
An Akvan stands approximately 40 feet tall and weighs more than 30,000 pounds. Its body is broadly humanoid, with two immense arms, two pillar-like legs, one head, and a long, heavy tail.
Rocky protrusions jut from its hide, particularly along its shoulders, back, forearms, and thighs. Fierce horns crown its broad head, while its vast, tusk-lined mouth gives the creature the appearance of a predatory fortress brought to life.
Every Akvan is created wearing ornate half-plate. The armour is both equipment and supernatural inheritance, fitted to its Gargantuan frame and worn with the familiarity of a veteran warrior. Its plates are frequently decorated with engraved borders, circular bosses, trophy chains, and fragments taken from monuments the creature has destroyed.
The precise shape of an Akvan’s horns, tail, rocky growths, and armour varies between individuals. Akvan Princes often display physical traits associated with the lineage of genies they have dedicated themselves to exterminating.
An Akvan has no wings. Its flight is supernatural, lifting its enormous body into the air through planar force rather than physical anatomy.
Behaviour
Akvans are intelligent, patient, and capable of long-term planning. Their destruction is rarely random. Before attacking a settlement, an Akvan determines which person, structure, institution, or work of art carries the greatest symbolic importance.
The creature then makes that wonder vulnerable. It isolates defenders, compromises wards, manipulates rivals, blocks reinforcements, and encourages its enemies to gather around the very place it intends to destroy.
Once battle begins, subtlety gives way to overwhelming violence. The Akvan tramples defensive lines, hurls creatures through the air, tears through fortifications, and swallows the most dangerous opponents. It often leaves lesser structures untouched so that the ruin of its chosen target dominates the surviving landscape.
Akvans are compelled to hunt genies and rarely abandon a realistic opportunity to kill one. This compulsion does not make them mindless. An Akvan facing a clearly superior enemy may retreat, gather servants, study the opponent’s weaknesses, and return under more favourable circumstances.
An Akvan may spare witnesses who pose no immediate threat. Their terror, grief, and testimony extend the effect of its destruction far beyond the battlefield.
Ecology
Divs arise from the spirits of exceptionally hateful and corrupted genies. Rather than returning to the Elemental Planes after destruction, these spirits fall into the grasp of Ahriman and are reshaped into forms suited to their spite and destructive compulsions.
An Akvan retains no recognisable personality from the genie whose spirit contributed to its creation. What remains is hunger, grievance, pride, and an instinctive hatred of mortals, genies, creative gods, and all things considered beautiful or enduring.
Akvans do not require ordinary food, although they take great pleasure in consuming enemies. Genies are their favoured prey. The elemental essence of a swallowed genie is tormented within the Akvan’s gullet before the corpse is expelled or rises as a ghul.
An old Akvan may command an army containing the undead remnants of djinn, efreet, marids, shaitans, and jann.
These ghuls retain none of their former elemental powers. They may preserve fragmented memories, gestures, or emotional attachments, but their supernatural corruption forces them to obey the Akvan until it dies.
Modus Operandi
- Identify the wonder. The Akvan discovers what a community believes will endure forever.
- Measure its defenders. It studies champions, wards, escape routes, genie allies, and competing authorities.
- Isolate the target. It encourages division, traps defenders, blocks reinforcements, or attacks during another crisis.
- Gather witnesses. Its victory must be seen, remembered, and understood.
- Destroy the symbol. It attacks the chosen wonder even when easier victims are available.
- Corrupt the fallen. Slain genies become ghuls and are ordered to defile what they once protected.
- Leave a lasting wound. The Akvan departs only when the loss cannot easily be concealed, repaired, or dismissed.
Habitat
Most Akvans dwell upon the ruined hinterlands of Abaddon. Their fortresses are assembled from the remains of cities, temples, palaces, and magical works dragged across the planes as trophies.
An Akvan’s stronghold may contain shattered gateways, broken statues, dismantled observatories, stolen foundation stones, ruined instruments, chained ghuls, and the remnants of wonders awaiting final destruction.
On Earth, Akvans are most often drawn toward Persia, Mesopotamia, Transoxiana, Arabia, Anatolia, and India, where ancient genie pacts and monumental works provide both enemies and targets.
In the campaign present an Akvan manifestation is a regional catastrophe. Royal courts, scholarly houses, genie families, military commanders, guilds, and local rulers may all be forced into temporary alliance to protect a single bridge, library, garden, palace, or planar seal.
Mechanics
Akvan — 5e 2024
Akvan — Pathfinder First Edition
Akvan Div, Pathfinder
Akvan — 5e 2024
Gargantuan Fiend (Div), Neutral Evil
AC 22 Initiative +13 (23)
HP 468 (24d20 + 216)
Speed 50 ft., Fly 120 ft. (hover)
| Ability | Score | Modifier | Save |
|---|---|---|---|
| STR | 30 | +10 | +17 |
| DEX | 22 | +6 | +13 |
| CON | 28 | +9 | +16 |
| INT | 20 | +5 | +12 |
| WIS | 24 | +7 | +14 |
| CHA | 26 | +8 | +15 |
Skills Arcana +12, Deception +15, Insight +14, Intimidation +15, Perception +14, Religion +12
Damage Resistances Acid, Lightning; Bludgeoning, Piercing, and Slashing damage from nonmagical attacks that aren’t made with cold iron weapons
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft.; Passive Perception 24
Languages Abyssal, Celestial, Draconic, Infernal, Persian; telepathy 120 ft.
CR 24 (XP 62,000; PB +7), or CR 25 (XP 75,000) in its lair
Gear Ornate integrated half-plate
Traits
Aura of Hopelessness
Each creature other than a div that starts its turn within 30 feet of the Akvan must succeed on a DC 23 Wisdom saving throw or subtract 1d4 from its attack rolls, ability checks, and saving throws for 1 minute. While affected, the creature cannot gain Heroic Inspiration.
The affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its initial saving throw is immune to this Akvan’s Aura of Hopelessness for 24 hours.
Blasphemous Blows
A creature has Disadvantage on any Constitution saving throw it makes to maintain Concentration as a result of taking damage from the Akvan.
Create Ghul
A genie slain by damage from the Akvan begins transforming into a ghul. After 1d4 rounds, the ghul rises in the space occupied by its corpse or the nearest unoccupied space.
The transformation is prevented if the corpse is destroyed, restored to life, or affected by hallow or comparable magic before the ghul rises.
The ghul obeys the Akvan’s telepathic commands and remains enslaved until the Akvan dies, at which point it becomes free-willed. It retains none of the spells, attacks, elemental powers, or other abilities it possessed as a genie.
Genie Bane
The Akvan has Advantage on attack rolls against genies. When it hits a genie with an attack, the attack deals an extra 13 (3d8) Force damage.
Legendary Resistance (3/Day; 4/Day in Its Lair)
If the Akvan fails a saving throw, it can choose to succeed instead.
Magic Resistance
The Akvan has Advantage on saving throws against spells and other magical effects.
Rend
Once on each of its turns, immediately after the Akvan hits the same creature with two Claw attacks, that creature takes an extra 22 (4d10) Slashing damage.
Ruinous Bulk
The Akvan deals double damage to objects and structures. It can move through the spaces of Huge or smaller creatures.
The first time the Akvan enters a creature’s space during a turn, that creature must succeed on a DC 25 Dexterity saving throw or take 22 (4d10) Bludgeoning damage and have the Prone condition. A creature can take this damage only once per turn.
Shake Faith
When the Akvan hits a creature carrying or wearing a Holy Symbol or Druidic Focus with a melee attack, the target must make a DC 23 Wisdom saving throw.
On a failed save, the target has the Frightened condition until the end of its next turn. On a successful save, the target cannot gain Advantage until the start of its next turn.
Supernatural Flight
The Akvan’s flight is magical and does not require wings. If its Speed is reduced to 0 while it is airborne, it remains aloft.
Actions
Multiattack
The Akvan makes three attacks: one Bite attack and two Claw attacks. It can replace one Claw attack with a Tail attack.
Bite
Melee Attack Roll: +17, reach 20 ft. Hit: 26 (3d10 + 10) Piercing damage plus 9 (2d8) Necrotic damage.
If the target is Huge or smaller, it has the Grappled condition (escape DC 25). Until this grapple ends, the Akvan cannot use Bite against another target.
Claw
Melee Attack Roll: +17, reach 20 ft. Hit: 23 (3d8 + 10) Slashing damage.
Tail
Melee Attack Roll: +17, reach 25 ft. Hit: 32 (4d10 + 10) Bludgeoning damage.
If the target is Huge or smaller, it must succeed on a DC 25 Strength saving throw or have the Prone condition and be pushed up to 20 feet directly away from the Akvan.
Swallow
The Akvan makes a Bite attack against one Huge or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends.
A swallowed creature has the Blinded and Restrained conditions and Total Cover against effects originating outside the Akvan.
At the start of each of the Akvan’s turns, every swallowed creature takes 28 (8d6) Bludgeoning damage plus 28 (8d6) Acid, Cold, Fire, or Lightning damage. The Akvan chooses the energy type each round.
The Akvan can have one Huge creature, two Large creatures, or up to eight Medium or smaller creatures swallowed at one time.
If the Akvan takes 60 damage or more during one turn from creatures inside it, it must succeed on a DC 24 Constitution saving throw or regurgitate every swallowed creature. Each regurgitated creature falls Prone in an unoccupied space within 20 feet of the Akvan.
If the Akvan dies, swallowed creatures are no longer Restrained by it and can escape from the corpse by spending 20 feet of movement.
Words of Oblivion (Recharge 5–6)
The Akvan pronounces a declaration of inevitable failure in a 60-foot cone. Each creature in that area must make a DC 23 Charisma saving throw.
On a failed save, a creature takes 54 (12d8) Necrotic damage and has the Incapacitated condition until the end of its next turn. On a successful save, the creature takes half as much damage only.
Spellcasting
The Akvan casts one of the following spells, requiring no Material components and using Charisma as its spellcasting ability (spell save DC 23, +15 to hit with spell attacks):
- At Will: detect magic, telekinesis
- 2/Day Each: disintegrate, dispel magic, protection from energy
- 1/Day Each: forcecage, geas, plane shift (self only)
Bonus Actions
Ruinous Teleport (3/Day)
The Akvan teleports up to 120 feet to an unoccupied space it can see.
Each creature within 10 feet of the space the Akvan left or the space in which it appears must succeed on a DC 23 Dexterity saving throw or take 14 (4d6) Force damage and have the Prone condition. A creature occupying both areas makes only one saving throw.
Legendary Actions
Legendary Action Uses: 3, or 4 while within its lair. Immediately after another creature’s turn, the Akvan can expend one or more uses to take one of the following actions. The Akvan regains all expended uses at the start of its turn.
Crushing Advance
The Akvan moves up to half its Speed without provoking Opportunity Attacks.
Ruinous Claw
The Akvan makes one Claw attack.
Telekinetic Hurl (Costs 2 Uses)
One Large or smaller creature the Akvan can see within 60 feet must succeed on a DC 23 Strength saving throw or take 18 (4d8) Force damage, be moved up to 30 feet to an unoccupied space the Akvan can see, and have the Prone condition.
Alternatively, the Akvan can hurl one unattended Large or smaller object within range at a creature within 60 feet of the object. The target must succeed on a DC 23 Dexterity saving throw or take 18 (4d8) Bludgeoning damage and have the Prone condition.
Feed the Gullet (Costs 2 Uses)
One creature swallowed by the Akvan takes 14 (4d6) Acid, Cold, Fire, or Lightning damage. The Akvan regains Hit Points equal to the damage dealt.
Akvan Ruin-Sanctum
An Akvan’s lair is constructed from the remains of wonders it has destroyed. While fighting within its lair, the Akvan has four uses of Legendary Resistance, four Legendary Action uses, and is treated as CR 25.
On Initiative count 20, losing initiative ties, the Akvan uses one of the following lair actions. It cannot use the same option on two consecutive rounds.
Collapsing Monument
A point the Akvan can see within 120 feet collapses. Each creature in a 20-foot-radius sphere centred on that point must make a DC 23 Dexterity saving throw.
On a failed save, a creature takes 27 (6d8) Bludgeoning damage and has the Prone condition. On a successful save, it takes half as much damage only. The affected area becomes Difficult Terrain.
Despairing Echoes
Each creature currently affected by the Akvan’s Aura of Hopelessness takes 13 (3d8) Psychic damage. After taking this damage, the creature can immediately repeat its saving throw against the aura.
Ghul Awakening
One dead genie within 120 feet that was slain by the Akvan and is undergoing its Create Ghul transformation immediately rises as a ghul.
Regional Effects
The region within 6 miles of an established Akvan ruin-sanctum is altered by its presence:
- Cracks appear in monuments, statues, bridges, and decorated buildings even when their foundations remain sound.
- Artists and builders experience recurring dreams in which their greatest works collapse before an unseen audience.
- Genies can sense the Akvan’s presence but cannot determine its exact location through this awareness alone.
- Spells that create, repair, or restore objects leave faint black fractures that disappear after 24 hours.
- Ghul servants instinctively know the direction of the Akvan’s lair while within the affected region.
If the Akvan dies, these effects fade over 1d10 days. Physical damage already caused by the Akvan remains.
Running the Akvan
An Akvan encounter should centre upon a wonder or objective that the characters cannot afford to lose. The battlefield might contain a bridge, palace, observatory, magical seal, royal garden, library, genie sanctuary, or living guardian whose destruction would have lasting consequences.
Opening the Battle
The Akvan uses forcecage against the most dangerous controller, defender, or genie ally. It then uses Ruinous Teleport to enter the centre of the remaining opposition so that Aura of Hopelessness affects as many creatures as possible.
Controlling the Battlefield
The Akvan uses Telekinetic Hurl to remove characters guarding its objective. It uses its tail to knock creatures from walls, bridges, towers, and elevated platforms.
Using the Gullet
The Akvan attempts to swallow a genie whenever one is present. Otherwise, it favours healers, controllers, and creatures whose resistances can be bypassed by changing the gullet’s energy type.
Escalation
When reduced to half its Hit Points, the Akvan begins attacking the protected wonder directly. Each round spent pursuing damage alone gives the creature another opportunity to accomplish its true objective.
Retreat
An Akvan reduced below 100 Hit Points evaluates whether its chosen wonder can still be destroyed. If victory remains possible, it fights to the death. Otherwise, it uses plane shift or Ruinous Teleport to escape and prepares a later attack.
Recommended Parties
- A well-equipped level 20 party can confront a solitary Akvan in open terrain.
- Level 17–19 characters should receive defensive wards, allied genies, siege weapons, or a reliable method of banishment.
- An Akvan accompanied by several ghuls or encountered inside its ruin-sanctum is suitable for epic-tier or post-level-20 play.
- An Akvan Prince within its own lair may require allied armies, artefacts, or a campaign-length effort to weaken it before battle.
Failure States
- The wonder is damaged but can be repaired only through a dangerous expedition or rare ritual.
- The structure collapses, changing trade routes, military movement, or local political power.
- A genie defender is transformed into a ghul and escapes with fragments of its former memory.
- The Akvan is driven away but learns the weaknesses of the defenders and returns later.
- The monument survives, but civilians, records, or surrounding districts are lost.
- The heroes save lives by abandoning the wonder, allowing the Akvan to win its symbolic victory.
Akvan Princes — 5e 2024
An Akvan that becomes exceptionally successful at slaughtering one lineage of genies may be elevated into an Akvan Prince.
An Akvan Prince gains 84 additional Hit Points, a +1 bonus to its attack rolls and saving throw DCs, and one additional use of Legendary Resistance. Its Challenge Rating normally increases to 25–27, depending on the abilities gained.
Crumbling Earth
A prince dedicated to exterminating shaitans gains a Burrow Speed of 100 feet, Tremorsense 120 feet, and the following abilities.
Stone Glide
The prince can burrow through nonmagical, unworked earth and stone without disturbing the material through which it moves.
Its natural attacks count as adamantine when damaging objects and structures.
Collapse Stone (Recharge 5–6)
The prince chooses a point of earth or stone within 120 feet. Each creature in a 30-foot-radius sphere centred on that point must make a DC 24 Dexterity saving throw.
On a failed save, a creature takes 55 (10d10) Bludgeoning damage and has the Restrained condition beneath fallen stone. On a successful save, it takes half as much damage only.
A Restrained creature or another creature within reach can take an action to make a DC 24 Strength check, ending the condition on a success.
Dying Ember
A prince dedicated to exterminating efreet radiates supernatural heat.
Incandescent Body
A creature that starts its turn within 20 feet of the prince takes 14 (4d6) Fire damage.
A creature that grapples the prince, is grappled by it, or hits it with a melee attack while within 5 feet takes 21 (6d6) Fire damage.
Extinguish Flame
As a Bonus Action, the prince extinguishes any number of nonmagical flames within 120 feet. It can also target one magical fire effect within range as though casting dispel magic at 9th level.
Gasping Wind
A prince dedicated to hunting djinn has a Fly Speed of 160 feet, gains Immunity to Lightning damage, and can cast greater invisibility on itself three times per day.
Whirlwind Form (Recharge 5–6)
The prince becomes a 30-foot-wide whirlwind until the start of its next turn and moves up to its Fly Speed without provoking Opportunity Attacks.
Each Huge or smaller creature whose space the whirlwind enters must make a DC 24 Strength saving throw.
On a failed save, a creature takes 36 (8d8) Bludgeoning damage, has the Restrained condition, and is carried with the whirlwind. On a successful save, it takes half as much damage and is not Restrained.
A carried creature repeats the saving throw at the end of each of its turns, escaping into the nearest unoccupied space on a success. When Whirlwind Form ends, every creature still carried by the prince falls Prone in the nearest unoccupied space.
Thirsty Sea
A prince dedicated to hunting marids gains a Swim Speed of 120 feet, can breathe air and water, and can cast control water at will.
Water’s Ruin (Recharge 5–6)
The prince corrupts water within a 60-foot-radius sphere centred on a point it can see within 120 feet.
Each creature in that water must make a DC 24 Constitution saving throw. On a failed save, a creature takes 45 (10d8) Necrotic damage and has the Blinded and Stunned conditions until the end of its next turn. On a successful save, it takes half as much damage only.
Unbalanced Soul
A prince dedicated to exterminating jann gains Resistance to Cold damage and the following abilities.
Ethereal Jaunt
As a Bonus Action, the prince enters the Ethereal Plane from the Material Plane or returns to the Material Plane from the Ethereal Plane. This functions like ethereal jaunt, except as described here.
Spreading Failure
A creature that fails its saving throw against the prince’s Aura of Hopelessness also has Disadvantage on Death Saving Throws and cannot benefit from Advantage until the aura ends for that creature.
Akvan — Pathfinder First Edition
NE Gargantuan outsider (div, evil, extraplanar)
CR 20; XP 307,200
Init +12; Senses darkvision 60 ft., see in darkness, true seeing; Perception +34
Aura hopelessness (30 ft., DC 30)
Defense
AC 38, touch 10, flat-footed 34 (+13 armor, +4 Dex, +15 natural, −4 size)
hp 372 (24d10 + 240)
Fort +18, Ref +22, Will +21
DR 15/cold iron and good; Immune fire, poison; Resist acid 10, electricity 10; SR 31
Offense
Speed 50 ft., fly 120 ft. (good)
Melee bite +32 (2d8 + 12 plus grab/19–20), 2 claws +32 (2d6 + 12), tail slap +30 (2d10 + 6)
Space 20 ft.; Reach 20 ft. (25 ft. with tail)
Special Attacks 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)
Spell-Like Abilities
CL 20th; concentration +28
- Constant: true seeing
- At will: align weapon, detect magic, greater teleport (self plus 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%)
Statistics
Str 35, Dex 26, Con 30, Int 19, Wis 24, Cha 27
Base Atk +24; CMB +40; CMD 58
Feats Awesome Blow, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Critical (bite), Multiattack, Power Attack, Staggering Critical, Stunning Critical
Skills 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
Racial Modifiers +8 Acrobatics when jumping, +8 Bluff
Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SpiralWorlds Language Note: Replace Common with Persian or the dominant mortal language of the region in which the Akvan is encountered.
SQ armor training 4
Special Abilities
Armor Training (Ex)
An Akvan is created wearing armour and is naturally experienced in its use. It possesses the armor training ability of a 15th-level fighter.
Aura of Hopelessness (Su)
All creatures except divs within 30 feet of an Akvan must succeed on a DC 30 Will save or take a −4 penalty on attack rolls, saving throws, skill checks, and ability checks.
This is a mind-affecting effect. The save DC is Charisma-based.
Create Ghul (Su)
Any genie slain by an Akvan becomes a ghul in 1d4 rounds. Such ghuls remain under the Akvan’s command until it dies, at which point they become free-willed. They retain none of the abilities they possessed in life.
Shake Faith (Su)
Whenever an Akvan strikes a divine spellcaster with a melee attack, the target must make a DC 30 Will save.
On a failed save, the target is shaken for 1d4 rounds. On a successful save, the target is shaken for 1 round. The save DC is Charisma-based.
Torturous Gullet (Su)
In addition to the crushing damage dealt by swallow whole, creatures swallowed by an Akvan take 4d6 points of acid, cold, electricity, or fire damage each round.
The Akvan chooses the energy type every round and may change it from round to round.
An Akvan’s stomach is heavily armoured and benefits from the creature’s full natural armour bonus rather than half its natural armour bonus.
Ecology
Environment any region of Abaddon
Organization solitary
Treasure standard, including +5 half-plate and other treasure.
Akvan Princes — Pathfinder First Edition
An Akvan Prince gains an additional 4–8 Hit Dice, a +4 bonus to three ability scores, and has a Challenge Rating of 22–24.
Crumbling Earth
A shaitan-hunting Akvan Prince gains the stone glide ability, tremorsense 100 feet, and a burrow speed of 100 feet.
Its natural attacks are treated as adamantine for the purpose of overcoming damage reduction.
3/day: quickened stone shape, transmute mud to rock, transmute rock to mud, wish.
Dying Ember
An efreet-hating Akvan Prince gains resist fire 30 and an efreeti’s heat special attack, dealing 1d6 points of fire damage when struck and 6d6 points of fire damage when grappling or grappled.
At will: quickened quench, scorching ray, wall of fire.
3/day: wish.
Gasping Wind
A djinni-hunting Akvan Prince gains resist electricity 30 and the whirlwind ability. Its fly speed increases to 120 feet with perfect manoeuvrability.
At will: invisibility.
3/day: gaseous form, wish.
Thirsty Sea
A marid-slaying Akvan Prince gains a swim speed of 100 feet and a marid’s water’s fury special attack, dealing 8d6 points of damage and blinding and stunning affected creatures for 1d6 rounds.
Constant: water breathing, water walk.
At will: quickened control water.
3/day: horrid wilting, wish.
Unbalanced Soul
A jann-killing Akvan Prince gains resist acid, cold, and electricity 20.
At will: ethereal jaunt, invisibility.
3/day: insanity, mage’s disjunction, wish.
Using the Pathfinder Statistics in D&D 3.5
The Pathfinder stat block can be used in D&D 3.5 with limited adjustment. Replace CMB and CMD with the appropriate grapple and opposed combat modifiers, divide Perception into Listen and Spot, and substitute equivalent 3.5 spell names where necessary.
Akvan Div, Pathfinder
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Ornate armor covers this hulking creature, rocky protrusions jutting from its hide and fierce horns crowning its broad head.
Source: Pathfinder d20pfsrd.com
Akvans number among the most physically powerful and openly destructive servants of Eblis, 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.
| Akvan CR 20 |
| XP 307,200 NE Gargantuan outsider (div, evil, extraplanar) Init +12; Senses Darkvision 60 ft., see in darkness, true seeing; Perception +34 Aura hopelessness (30 ft., DC 30) |
| DEFENSE |
| AC 38, touch 10, flat-footed 34 (+13 armor, +4 Dexterity, +15 natural, -4 size) hp 372 (24d10+240) Fort +18, Ref +22, Will +21 DR 15/cold iron and good; Immune fire, poison; Resist acid 10, electricity 10 |
| OFFENSE |
| Speed 50 ft., Fly 120 ft. (good) Melee bite +32 (2d8+12 plus grab/19-20), 2 claws +32 (2d6+12), tail slap +30 (2d10+6) Space 20 ft.; Reach 20 ft. (25 ft. with tail) Special Attacks 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) Spell-Like Abilities (CL 20th; Concentration +28) Constant – true seeingAt will – align weapon, detect magic, greater teleport (self plus 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 energy1/day – geas/quest, plane shift, summon (level 6, 1d2 Sepids 100%) |
| STATISTICS |
| Strength 35, Dexterity 26, Constitution 30, Intelligence 19, Wisdom 24, Charisma 27 Base Atk +24; CMB +40; CMD 58 Feats Awesome Blow, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Critical (bite), Multiattack, Power Attack, Staggering Critical, Stunning Critical Skills 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 +22, Use Magic Device +23; Racial Modifiers +8 Acrobatics when jumping, +8 Bluff Languages Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft. SQ armor training 4 |
| SPECIAL ABILITIES |
| Armor Training (Ex) An akvan is created wearing armor, and is naturally experienced in its use. An akvan possesses the armor training ability of a 15th-level fighter. Aura of Hopelessness (Su) All creatures within 30 feet of an akvan must make a successful DC 30 Will save or take a -4 penalty on attack rolls, saving throws, skill checks, and ability checks. This is a mind-affecting effect. The save DC is Charisma-based.Create Ghul (Su) Any genie that is slain by an akvan becomes a ghul in 1d4 rounds. Such ghuls are under the command of the akvan that created them and remain enslaved until it dies, at which point they become free-willed ghuls. They do not possess any of the abilities they had in life. Shake Faith (Su) Anytime an akvan strikes a divine spellcaster with any of its melee attacks, the target must make a DC 30 Will save or be shaken for 1d4 rounds. If the save is successful, the target is instead shaken for 1 round. The save DC is Charisma-based.Torturous Gullet (Su) As hunters of otherworldly beings, akvans are uniquely drawn to digest creatures with a variety of resistances. In addition to the damage dealt by crushing internal organs, creatures swallowed by an akvan take 4d6 points of acid, cold, electricity, or fire damage per round. The akvan chooses what type of energy damage those in its stomach will take every round, and may change this from round to round. Additionally, an akvan’s stomach is thickly armored, allowing it to benefit from its entire natural armor bonus instead of merely half. |
| ECOLOGY |
| Environment any (Abaddon) Organization solitary Treasure standard (+5 Half-plate, other treasure) |
Akvan Princes
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 Eblis, 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.
Crumbling Earth: A shaitan-hunting akvan prince shatters the strongest stone. It gains the earth glide ability, tremorsense 100 feet, and a burrow speed of 100 feet, and its natural attacks are treated as adamantine for the purposes of overcoming damage reduction. It also gains the following spell-like abilities:
Dying Ember: An efreet-hating akvan prince holds dominion over flame. It gains resist fire 30, an efreeti’s heat special attack (1d6 when struck, 6d6 when grappling or grappled), and the following spell-like abilities:
- at will- quickened quench, scorching ray, wall of fire;
- 3/day – wish.
Gasping Wind: A djinn-hunting akvan prince gains power over the wind. It gains resist electricity 30 and the whirlwind ability, its Fly speed increases to 120 feet (perfect maneuverability), and it gains the following spell-like abilities:
- at will – invisibility;
- 3/day – gaseous form, wish.
Thirsty Sea: A marid-slaying akvan prince controls and poisons water. It gains a Swim speed of 100 feet, a marid’s water’s fury special attack (8d6 points of damage, blinds and stuns for 1d6 rounds), and the following spell-like abilities:
- constant – water breathing, water walk;
- at will – quickened control water;
- 3/day – horrid wilting, wish.
Unbalanced Soul: A jann-killing akvan prince spreads failure and defeat. It gains resist acid, cold, and electricity 20, and the following spell-like abilities:
- at will – ethereal jaunt, invisibility;
- 3/day – insanity, mage’s disjunction, wish.
Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary,
Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Treasure
An Akvan’s armour is created for its Gargantuan body and cannot normally be worn by mortal creatures. After its death, intact plates may be reforged into magical shields, heavy armour, siege components, or weapons that resist fire and harm fiends.
An Akvan’s lair commonly contains:
- Fragments of destroyed monuments and magical devices
- Royal seals, cornerstone inscriptions, and foundation deposits
- Genie vessels, binding rings, and broken elemental seals
- Works of art selected for destruction but not yet ruined
- Armour and weapons sized for Gargantuan creatures
- Maps showing the locations of celebrated wonders
- Records identifying genie bloodlines and their mortal allies
- The remains of ghuls that briefly recovered their free will
Adventure Hooks
The Broken Observatory
An Akvan advances upon an observatory whose instruments maintain a ward against planar invasion. The astronomers can preserve the ward, evacuate the city, or turn its power against the div—but cannot accomplish all three before the attack.
The Ghul General
A marid slain centuries ago has risen as a ghul and now commands an Akvan’s undead army. The marid’s descendants believe part of its former identity survives and demand that the heroes attempt a rescue rather than destroy it.
The Invincible Bridge
A celebrated bridge has survived floods, wars, earthquakes, and magical attacks. An Akvan intends to destroy it while a royal army is crossing, trapping the survivors between two hostile forces.
The Prince of Thirst
A Thirsty Sea Akvan Prince enters the Material Plane beneath a coastal city. Wells turn bitter, fountains flow upward, and every marid within hundreds of miles hears the creature calling its true name.
The Wrong Wonder
A cult summons an Akvan to destroy the palace of a hated ruler. The creature instead identifies the city’s public cisterns as its greatest achievement and begins systematically poisoning and demolishing them.
The Last Mosaic
A ruined palace contains a mosaic said to preserve the only accurate map of an ancient planar road. The Akvan does not know what the image reveals, but it understands that generations of scholars have devoted their lives to protecting it.
The Unfinished Statue
A sculptor is creating a monument capable of awakening courage in everyone who sees it. The Akvan intends to kill the sculptor publicly and complete the monument itself as a grotesque celebration of despair.
The Stone of Akvan
A boulder once hurled across the world by Akvan seals an ancient prison. Miners have begun breaking it apart, unaware that the fragments are weakening both the prison and the boundary protecting the region from Abaddon.
Historic and Mythic Context
The name Akvan derives from Akvān-e Dīv, a demon appearing in Ferdowsi’s Shahnameh, the Persian Book of Kings. The literary Akvan and the Pathfinder monster share a name and broad demonic character, but they are distinct interpretations.
In the epic, Akvan enters the herds of King Kay Khosrow while disguised as a large and powerful wild ass with yellow hide and a black stripe running from its mane to its tail. Rostam pursues the creature for three days and nights, but Akvan repeatedly escapes by concealing itself through magic.
When Rostam eventually sleeps, Akvan cuts away the ground around him and carries both the hero and the severed earth into the sky. The demon asks whether Rostam wishes to be thrown onto a mountain or into the sea.
Knowing that Akvan’s mind is contrary and that the demon will do the opposite of what is requested, Rostam asks to be thrown onto the mountain. Akvan instead casts him into the sea.
Rostam survives, recovers his horse Rakhsh, confronts Akvan again, catches the demon with his lasso, and beheads it.
The literary Akvan is described as having an elephant-like head, long hair, a mouth filled with tusks, blue eyes, black lips, and an extremely ugly body. Persian manuscript paintings frequently show the demon carrying Rostam above a rocky landscape or throwing him into the sea.
Some scholarship connects Akvan’s name and contrary nature with Akōman, the personification of an evil or perverse mind. The surviving tale can therefore be read as a physical representation of destructive and inverted thought.
The broader Persian dīv may appear as a demon, giant, ogre, sorcerous monster, or destructive spirit. Divs are often portrayed as enormous humanoid beings with dark or hairy bodies, long teeth, black lips, blue eyes, claws, magical powers, and the equipment of monstrous warriors.
Persian divs are also renowned for contrary behaviour, transformation, sorcery, great strength, monumental building, and service in supernatural armies. Some assume the forms of horses, onagers, lions, dragons, or human beings.
The Pathfinder Akvan develops these traditions into a Gargantuan armoured div devoted to destroying wonders and hunting genies. Its ghul creation, torturous gullet, anti-divine powers, and specialised Akvan Princes belong to the roleplaying interpretation rather than the surviving Shahnameh account.
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