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: 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