Size:
± Large
Type:
± Dragon
Form:
Temper:
# App:
± 1
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 171 (18d10 + 72)
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 30 ft.
Climb/Arboreal:
± 20 ft.
Flight:
± 90 ft. (perfect)
Swim:
Benthic:
Burrow:
± 20 ft.
Ethereal:
Actions/Abilities/Traits: D&D 5e
Special
Aura of Necromancy's Bane
When an undead creature starts its turn within 30 feet of the ankou, the undead must make a DC 15 Constitution saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one.
Special
Cloak of Shadows
As a bonus action while in dim light or darkness, the ankou becomes invisible. The cloak of shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.
Special
Death Ascended
The ankou has the celestial type in addition to the dragon type.
Legendary Action
Usher of Souls
The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.
Action
Bite
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) cold damage.
Action
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Action
Multiattack
The ankou makes three attacks: one with its bite and two with its claws.
Action
Reaper's Breath (Recharge 5-6)
The ankou exhales cold fire in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: Pathfinder 1e
Special
1/day
circle of death (DC 23), discern location, prismatic spray (DC 24)
Special
3/day
dimensional anchor, greater teleport, true seeing
Special
At will
deeper darkness, ray of exhaustion (DC 20), silence (self only)
Special
Cold Iron Killer (Su)
All of an ankou's natural weapons are treated as cold iron for the purpose of overcoming damage reduction.
Special
Shadow Doubles (Su)
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.
Action
Feat 1
Blind-Fight
Action
Feat 2
Combat Reflexes
Action
Feat 3
Dodge
Action
Feat 4
Flyby Attack
Action
Feat 5
Improved Initiative
Action
Feat 6
Lightning Stance
Action
Feat 7
Wind Stance
Action
Melee 1
2 claws +14 (1d6+8)
Action
Melee 2
tail slap +9 (1d8+4 plus bleed)
Action
Melee 3
2 wings +9 (1d8+4 plus bleed)
Treasure: standard
Environments
any (primal land of fey)
Actions/Abilities/Traits: Pathfinder 1e