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Akop, the Forsaken Shades of Minauros

Akop, the Forsaken Shades of Minauros
Create

A shadow among shadows, the Akop resembles the withered silhouette of a once-elegant humanoid, with slender limbs that trail into tatters of ephemeral darkness. Their faces are distorted masks of sorrow and madness, their eye sockets glowing faintly with a dull amber light — not illumination, but the last flicker of lost memory. Their incorporeal bodies drift like oil in water, constantly shifting and warping as though reality refuses to fully contain them.

At close range, victims sometimes perceive ghostly remnants of their former beauty: the echo of regal features, a silver circlet dissolved into mist, or ornate robes flickering in and out of vision like a dying flame.


Behavior

The Akop are nocturnal predators of the mind and soul. They operate in eerie silence, never speaking aloud, relying solely on telepathic whispers to confuse, taunt, or manipulate. Their minds are fractured by eons of torment, so their speech tends to be cryptic, circular, or filled with despairing prophecy and blasphemous riddles.

They prefer isolation, even from their own kind, but will form temporary hunting packs when drawn to fresh prey. While they once possessed great intelligence and grace, they now exhibit erratic, often obsessive behaviors — fixating on individuals who resemble figures from their lost past, or reenacting moments from their downfall in ghostly pantomimes.


Habitat

The Akop dwell primarily in the swamps and rotting citadels of Minauros, the Third Layer of the Nine Hells. There, they haunt forgotten plazas, sunken ziggurats, and collapsed magical academies that eerily resemble their ruined home world.

Occasionally, small groups are loosed upon the Material Plane by Mammon, usually as agents of psychological terror or as part of a broader infernal scheme. On the Material Plane, they favor graveyards, ruined libraries, mist-choked forests, and abandoned cities, where despair and madness already linger.


Modus Operandi

The Akop are ambush predators, operating under cover of darkness and silence. Their incorporeal form allows them to pass through walls, ceilings, and natural barriers, making them nearly impossible to track. They will often observe a victim for days, whispering telepathically to erode the target’s sanity and lure them into isolation.

When ready to strike, they use their incorporeal touch to sap Wisdom from their victims. Each touch causes visions of the Akop’s dying world, drowned in shadow and sorrow. Targets who reach Wisdom 0 fall into a deep, haunted unconsciousness filled with agonizing dreams of entrapment, betrayal, and loss.

If threatened or wounded, Akop retreat into the nearest shadow, preferring to strike again when their prey is weaker. They do not fight to the death — unless they believe the attacker is capable of ending their cursed existence entirely, in which case they will embrace destruction like a gift.


Motivation

The Akop are driven by a cursed longing for annihilation, but their instincts are twisted by millennia of suffering. Though they wish for release, they are compelled to serve Mammon when summoned and to spread their madness to others. Their hatred of those with physical form stems from envy and self-loathing — they attack the living not merely to harm, but to make them suffer as they suffer.

Yet within each Akop lies a buried echo of what they once were: scholars, mages, rulers, and dreamers. Some rare individuals might still be reached — or manipulated — through ancient rites, lost names, or glimpses of their original language.

Destroying an Akop is not just a battle; it is a mercy killing, peeling away one more layer of Hell’s treachery.


  • Akop 5e
  • Akop 3.5
Akop, the Forsaken Shades of Minauros
Create

Medium undead (Lawful Evil, Extraplanar, Incorporeal)


Armor Class: 15 (natural armor)
Hit Points: 45 (6d6 + 24)
Speed: 10 ft., fly 40 ft. (hover)

STRDEXCONINTWISCHA
16 (+3)18 (+4)12 (+1)6 (−2)16 (+3)

Saving Throws: Dex +6, Wis +0, Cha +5
Skills: Stealth +8, Deception +5, Arcana +3, Perception +2
Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Cold, Necrotic
Condition Immunities: Charmed, Grappled, Paralyzed, Petrified, Prone, Restrained
Senses: Darkvision 60 ft., passive Perception 12
Languages: Understands all it knew in life; telepathy 120 ft.
Challenge: 2 (450 XP)
Proficiency Bonus: +2


Traits

Incorporeal. The Akop can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. The Akop can’t be grappled, restrained, or targeted by attacks that require a physical body.

Maddening Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) psychic damage. The target must succeed on a DC 13 Wisdom saving throw or take 1d4 Wisdom damage. A creature reduced to 0 Wisdom falls unconscious and suffers haunting visions. The creature wakes if it takes damage or is shaken awake.

Whispers of the Dying (Recharge 5–6). The Akop unleashes a wave of psionic anguish. Each creature of its choice within 30 feet that can hear telepathic communication must succeed on a DC 13 Wisdom saving throw or take 7 (2d6) psychic damage, can’t take reactions until the start of its next turn, and has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks for 1 minute.

Shadow Meld (Bonus Action). While in dim light or darkness, the Akop can attempt to Hide as a bonus action, even if being observed. It has advantage on Stealth checks made in darkness and becomes invisible until the start of its next turn or until it attacks.


Spellcasting

The Akop casts spells using Charisma as its spellcasting ability (spell save DC 13):

  • At will: Thaumaturgy, Minor Illusion, Mage Hand
  • 1/day each: Dissonant Whispers, Cause Fear

Tactics & Behavior

  • Ambush Predator: Prefers surprise attacks from darkness. Uses Detect Thoughts to observe and learn before engaging.
  • Hit-and-Fade: Strikes with Maddening Touch then hides using Shadow Meld.
  • Psychic Harassment: Uses Whispers of the Dying to disorient clustered foes.
  • Tragic Mercy: If near death, may telepathically beg for release, offering a moment of emotional decision for players.

Lair Effects (Optional)

Areas haunted by Akop may exhibit the following:

  • Whispered dreams disturb long rests; Protection from Evil and Good prevents this effect.
  • Shadows behave unnaturally; creatures have disadvantage on Perception checks in dim light.
  • Faint visions of a broken world flicker at the edge of vision.

Treasure

Akop carry no treasure but may guard:

  • Obsidian Dreamshards: Magical items storing nightmares.
  • Sigils of Mammon: Arcane tokens linked to infernal contracts.
  • Fragments of the World-Soul: Ancient relics with planar significance.

Destroying an Akop is not a triumph, but an act of mercy—one more shadow severed from a long-forgotten tragedy.

Fatalism. Date 1893 Jan Toorop (1858-1928), Akop
Fatalism. Date 1893 Jan Toorop (1858-1928)

Thousands of years ago a highly sophisticated race known as the akop ruled an obscure world in the Material Plane. The akop, beautiful in appearance, were masters of magic and builders of wonders. After dominating their home world for millennia, they finally encountered a problem that their magic could not overcome. Their world, they realized, was dying—and there was nothing they could do about it.

The akop leaders desperately searched for a way to save their people. While their powerful wizards could travel the planes, this did the commoners no good. Ultimately, they were forced to make a deal with Mammon, Lord of the Third Circle of Hell. Mammon promised to transport all of the akop from their doomed world and to protect them from physical harm. In return the akop agreed to travel to Hell and serve Mammon for one generation.

Mammon enforced the letter of the agreement. He indeed saved the akop, who traveled to Hell to do their service. However, the archdevil had cruelly enchanted the giant portals that took the akop to the Third Circle. When they emerged in Hell, they found themselves transformed into insubstantial shadow beings, bereft of fleshy form. Now they could not be physically harmed, —nor could they reproduce. In one fell swoop Mammon had entrapped the entire race. Because their life span was extended indefinitely by Mammon‘s enchantment, they seemed bound to serve him for an eternity.

Since Mammon‘s master play, the akop have degenerated, losing their magic and, ultimately, their sanity. Now they haunt the Third Circle, attacking any opportune targets. Mammon long ago gave up trying to command the insane creatures but still periodically sends small groups of them to terrorize the Material Plane. The akop hate anyone lucky enough to wear flesh, and they relish bringing their own madness to such unlucky victims. But every akop slain in battle brings their race one step closer to its wished for annihilation.

Akop
Small outsider (Evil, Extraplanar, Incorporeal, Lawful)
Hit Dice3d8 (13 hp)
Initiative+7
Speed10 ft. (2 squares), fly 40 ft. (perfect)
Armor Class15 (+1 size, +3 Dexterity, +1 deflection), touch 15, flat-footed 12
Base Attack/Grapple+3/-
AttackIncorporeal touch +7 melee (1d3 Wisdom)
Full Attack2 incorporeal touches +7 melee (1d3 Wisdom)
Space/Reach5 ft./5 ft.
Special AttacksWisdom damage
Special QualitiesDarkvision 60 ft., incorporeal traits, telepathy 100 ft.
SavesFort +3, Ref +6, Will +0
AbilitiesStrength -, Dexterity 17, Constitution 10, Intelligence 10, Wisdom 4, Charisma 15
SkillsBluff +7, Hide +13*, Intimidate +9, Knowledge (any two) +6, Listen +3, Spot +3, Tumble +9
FeatsCombat Reflexes, Improved Initiative
EnvironmentMinauros, the Third of the Nine Hells of Perdition
OrganizationSolitary, gang (2-5), or swarm (6-12)
Challenge Rating2
TreasureNone
AlignmentUsually lawful evil
Advancement4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment

Combat

Akop usually attack at night, when they can cloak themselves in darkness. They are soundless and at night nearly impossible to see. With their great speed and maneuverability, they can hit and run and keep their enemies confused.

An akop’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Telepathy (Su): Akop can communicate telepathically with any creature within 100 feet that has a language. This is their only means of communication.

Wisdom Damage (Su): The touch of an akop deals 1d3 points of Wisdom damage to a living foe. A creature reduced to Wisdom 0 immediately falls unconscious and is tormented by demented dreams.

Skills: *Akop receive a +8 circumstance bonus on Hide checks made in darkness

Akop — The Forsaken Shades of Minauros

Thousands of years ago, the Akop were a proud and beautiful race of sorcerers, masters of arcane arts and builders of wonders on their home world in the Material Plane. Their civilization flourished in splendor, a beacon of magical brilliance and elegance. But their brilliance could not save them from fate: their world was dying, its life force ebbing away beyond any magic’s reach.

In desperation, the Akop’s leaders sought salvation beyond the known realms. They struck a fateful bargain with Mammon, the archdevil lord of Minauros, the Third Circle of Hell. Mammon promised to transport the entire Akop race to his infernal domain and protect them from physical harm — but only if they agreed to serve him for a generation.

When the Akop passed through the portals to Hell, Mammon’s cruel enchantments twisted their forms. Their bodies became incorporeal shadows, spectral echoes of their former selves, forever trapped between existence and oblivion. Their flesh faded, replaced by drifting veils of darkness and mist. Stripped of corporeal form, they could no longer reproduce or fully wield their magic. Their lifespans stretched endlessly, but so too did their torment.

Madness seeped into the Akop’s minds like a poison. Stripped of purpose and flesh, their memories fractured, their souls twisted by despair and fury. No longer able to serve Mammon as loyal subjects, they became wild phantasms — stalking the swamps and ruins of Minauros, haunting forgotten citadels and sunken temples. Their whispers sow madness, their touches drain the sanity of any living creature unlucky enough to cross their path.

Though Mammon rarely commands them now, he still unleashes small bands of Akop to spread terror on the Material Plane. The Akop hate flesh-born creatures — envying and despising the life and mortality they themselves lost. Each battle with the living is a step closer to their hoped-for release: total annihilation.

Yet, beneath the shadow of madness, some Akop still cling to echoes of their past — fragments of memories, glimmers of ancient knowledge, the faded beauty of a mask worn long ago in a forgotten carnival. They are tragic reminders of what was lost: a people beautiful, proud, and damned.

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