Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
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.
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.
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.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 claws
14 (1d6+8)
Action
tail slap
9 (1d8+4 plus

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Bleed|Cold Iron Killer|Shadow Doubles
You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.
Special
|Bleed|Cold Iron Killer|Shadow Doubles
All of an ankou's natural weapons are treated as cold iron.
Special
|Bleed|Cold Iron Killer|Shadow Doubles
Once per day as an 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. 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. 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 Spell save to disbelieve the duplicate. Against a creature that recognizes a shadow double for what it is, the double functions as a shadow. 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.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
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)
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.

Actions/Abilities/Traits:
(Pathfinder 2e) (Ankou)
Actions/Abilities/Traits: (Pathfinder 2e) (Ankou)
Ability
Primal Innate Spells
DC 34, attack +26; 8th discern location; 7th prismatic spray, teleport; 6th true seeing; 4th darkness (at will), dimensional anchor; 2nd silence; 1st ray of enfeeblement
Ability
Shadow Doubles
Frequency: once per day
Effect For each action spent to use this ability, the ankou creates one shadowy duplicate of themself anywhere within 60 feet of themself. Shadow doubles have the same statistics as an ankou, but they have the summoned trait, have 84 Hit Points, can't use Shadow Doubles or innate spells, and have an attack bonus of +25 for their Strikes. A shadow double that attempts a saving throw against a light effect can't get a result better than failure. Each double remains for 1 round, until it's reduced to 0 Hit Points, or until it moves further than 120 feet from the ankou, whichever comes first. Each round thereafter, the ankou can spend a single action that has the concentrate trait to extend the duration of surviving duplicates by 1 round, to a maximum duration of 1 minute. The ankou can see through the eyes of all of the shadow doubles at once. A character who Seeks can identify an ankou as real or a shadow double with a successful DC 39 Perception check.
Ability
Sneak Attack
An ankou's Strikes deal an additional 2d6 precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
claw +29 [+25/+21] (agile, cold iron), Damage 3d6+15 slashing
Trait
Fey
Creatures of the First World are called the fey.
Language
(can't speak any languages)
Aklo
Common
Sylvan
telepathy 100 feet
Perception
lifesense 120 feet
low-light vision
Weakness
cold iron 10

Actions/Abilities/Traits:
(Pathfinder 2e) (Ankou Assassin)
Actions/Abilities/Traits: (Pathfinder 2e) (Ankou Assassin)
Ability
Ability
Variant ankou
Ability
Primal Innate Spells
DC 38, attack +30; 9th massacre; 8th darkness (at will), dimensional anchor, discern location; 7th prismatic spray, silence, teleport; 6th ray of enfeeblement, true seeing
Ability
Shadow Doubles
Frequency: once per day
Effect: For each action spent to use this ability, the ankou creates one shadowy duplicate of themself anywhere within 60 feet of themself. Shadow doubles have the same statistics as an ankou, but they have the summoned trait, have 110 Hit Points, can't use Shadow Doubles or innate spells, and have an attack bonus of +27 for their Strikes. A shadow double that attempts a saving throw against a light effect can't get a result better than failure. Each double remains for 1 round, until it's reduced to 0 Hit Points, or until it moves further than 120 feet from the ankou, whichever comes first. Each round thereafter, the ankou can spend a single action that has the concentrate trait to extend the duration of surviving duplicates by 1 round, to a maximum duration of 1 minute. The ankou can see through the eyes of all of the shadow doubles at once. A character who Seeks can identify an ankou as real or a shadow double with a successful DC 43 Perception check.
Ability
Sneak Attack
An ankou assassin's Strikes deal an additional 3d6 precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
claw +33 [+29/+25] (agile, cold iron), Damage 3d8+16 slashing
Trait
Fey
Creatures of the First World are called the fey.
Language
Aklo
Common
Sylvan
Perception
lifesense 120 feet
low-light visionLanguages Aklo
Weakness
cold iron 15