AnkouCreature 14
Source Pathfinder Bestiary 2
Perception +25 (lifesense 120 feet, low-light vision)
Languages Aklo, Common, Sylvan, Telepathy 100 Feet
Skills Acrobatics +28, Deception +25, Intimidation +27, Nature +22, Stealth +28
Str +7, Dex +8, Con +4, Int +2, Wis +2, Cha +5
AC 36; Fort +23; Reflex +28; Will +24;
HP 280
Speed 0 feet (fly 75 feet)
Weaknesses Coldiron 10
Claw +29 (+25, +21) to hit (agile, coldiron) 3d6+15 Slashing
Wing +29 (+24, +19) to hit (coldiron, reach 10) 2d6+15 Piercing
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Telepathy (aura, divination, magical)A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
LifesenseLifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Shadow Doubles (illusion, occult, shadow, summoned, light, concentrate)(1 to 3 actions)
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.
Sneak AttackAn ankou's Strikes deal an additional 2d6 precision damage to flat-footed creatures.
When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
Primal Innate Spells (DC 34, +26 to hit)
1st Level: Ray of Enfeeblement
2nd Level: Silence
4th Level: Darkness (At Will), Dimensional Anchor
6th Level: True Seeing
7th Level: Prismatic Spray, Teleport
8th Level: Discern Location
Ankous are shadowy killers who serve powerful fey creatures, or even the Eldest- the demigods of the First World. Amid the courts of the Eldest or of powerful fey rulers, these sinister assassins lurk overhead as they await the call to action-implied threats akin to deadly weapons hung as decor in a royal hall. Ankous never speak aloud; when they feel the need to communicate at all, they do so in a telepathic whisper directly into a victim's mind. While an ankou's body is made of strange, fleshy material, their claws and the cruel hooks on their wings are made of razor-sharp cold iron, a quality that makes them much feared among other fey. A typical ankou is 10 feet tall and has an 8-foot wingspan but weighs less than 80 pounds.
While most ankous serve powerful masters, some of these murderous fey are left to their own devices and serve none but their own capricious, cruel whims. In some cases, their master may have been slain, while in others the ankou may have been released from service for any number of reasons. An ankou left to indulge their own whims unrestrained is often the most dangerous ankou of them all!
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FeyCreatures of the First World are called the fey.