Ankou
Description
Ankous are assassins for powerful fey nobles, sent to kill, terrify, and torture. They never speak, only telepathically whisper their lord's verdict to victims. A typical ankou is 10 feet tall and has an 8-foot wingspan, but weighs less than 100 pounds.
Combat Stats
- Melee
- 2 claws +14 (1d6+8), tail slap +9 (1d8+4 plus bleed), 2 wings +9 (1d8+4 plus bleed)
- Space
- 10 ft.
- Reach
- 5 ft.
- DR
- 10/cold iron
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
bleed (2d6)
Cold Iron Killer — All of an ankou's natural weapons are treated as cold iron for the purpose of overcoming damage reduction.
Shadow Doubles — Once per day as a free action, an ankou can conjure up to four shadowy duplicates, which appear anywhere within 60 feet of the ankou and last a number of rounds equal to the ankou's Charisma modifier (typically 7 rounds). These shadow doubles are identical to the original in all respects except that when conjured they have a number of hit points equal to 20% of the true ankou's total hit points (26 hit points if conjured by an ankou with full hit points). The doubles have all of the true ankou's melee attacks and abilities, except they can't create more shadow doubles or use the ankou's spell-like abilities except for deeper darkness. Any creature that interacts with a shadow double can attempt a Will save to disbelieve the duplicate (DC 10 + 1/2 the ankou's Hit Dice + the ankou's Charisma modifier, typically DC 24). Against a creature that recognizes a shadow double for what it is, the double functions as a shadow conjuration (Pathfinder RPG Core Rulebook 340). Shadow doubles take double damage from spells with the light descriptor. If the true ankou is slain, is rendered unconscious, or is ever more than 120 feet from a shadow double, the duplicates instantly vanish.
sneak attack +3d6
Feats
Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Lightning Stance, Wind Stance
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
Skills
Bluff +24, Escape Artist +26, Fly +32, Intimidate +21, Knowledge (nature) +20, Knowledge (planes) +17, Perception +21, Sense Motive +21, Stealth +22
Spells
- Type
- Fey
- Alignment
- LE
- Size
- Large
- Environment
- any (primal land of fey)
- Organization
- solitary
- Treasure
- standard
- Senses
- blindsense 120 ft., low-light vision; Perception +21
- Languages
- Common, Sylvan (can't speak any language); telepathy 100 ft.
- Source
- Bestiary 4