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)
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
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)
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%)
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 +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
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.