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Akop

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

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