🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Ankou AssassinCreature 17


RareLELargeFey
Source Pathfinder Kingmaker
Perception +30 (lifesense 120 feet, low-light vision)
Languages Aklo, Common, Sylvan, Can't Speak Any Language; Telepathy 100 Feet
Skills Acrobatics +34, Deception +31, Intimidation +34, Nature +28, Stealth +34
Str +8, Dex +9, Con +5, Int +3, Wis +3, Cha +6

AC 40; Fort +28; Reflex +32; Will +29;
HP 333
Speed 0 feet (fly 75 feet)
Weaknesses Coldiron 15

Claw One Action +33 (+29, +25) to hit (agile, coldiron) 3d8 + 16 Slashing
Wing One Action +33 (+28, +23) to hit (coldiron, reach 10) 2d8 + 16 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.

Lifesense

Lifesense 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 Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Shadow Doubles One Action (concentrate, illusion, light, occult, shadow, summoned)

(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 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.

Sneak Attack

An ankou's Strikes deal an additional 3d6 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 38, +30 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
9th Level: Massacre


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

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Fey

Creatures of the First World are called the fey.