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Ankou Assassin

Creature 17 (rare) — fey

Pre-Remaster content. May include legacy alignment.

ShadeFlankerAERIALfey

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

Source: kingmaker-bestiary (Pre-Remaster)

Perception +30; lifesense 120 feet, low-light-vision
Languages aklo, common, fey; 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 Ref +32 Will +29
HP 333
Weaknesses cold-iron 15
Speed 0 feet, fly 75 feet

Offense

Melee Claw (agile, cold-iron, unarmed) +33, Damage 3d8+16 slashing
Melee Wing (cold-iron, reach-10) +33, Damage 2d8+16 piercing plus 2d6 bleed

Abilities

Telepathy 100 feet (aura, 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 120 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Shadow Doubles (concentrate, illusion, light, occult, shadow, summoned) — 1 to 3

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 Off-Guard creatures.
Primal Innate Spells DC 38, attack +30
9th Massacre
8th Discern Location
7th Prismatic Spray, Teleport
6th True Seeing
4th Darkness (At Will), Dimensional Anchor
2nd Silence
1st Ray of Enfeeblement

WORKS WELL WITH

SnareAERIALA controller that keeps foes rooted in place denies them the mobility to escape this ambusher's precision Strikes.
AnvilAERIALA durable frontline presence draws sustained attention while this ambusher exploits Off-Guard targets from above.

PUNISHES

✖ low Perception✖ isolated targets✖ melee reliance
With no land speed at all, this creature is locked out of any encounter that lacks room to fly.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Kingmaker.

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