Ankou (CR 17/MR 7)

Cloaked by wings of darkness, this horrific, skeletal alien appears to be burning from within, a flaming glow shining through its emaciated chest. Among this gaunt being’s most prominent features are shimmering black wings, sharp talons, and yellow eyes that radiate a lambent malice.

Mythic Ankou (CR 17/MR 7)
XP 102,400
Pathfinder Roleplaying Game Bestiary 4
LE Large fey (extraplanar, mythic)
Init +20/+0MF; dual initiativeMA; Senses blindsightMA 120 ft., lowlight vision; Perception +21
Aura darkling shroudMA (60 ft.)


AC 38, touch 19, flat-footed 28 (+9 Dex, +1 dodge, +19 natural, –1 size)
hp 175 (14d6+126)
Fort +10, Ref +18, Will +13
Defensive Abilities DR 10/cold iron and epic


Speed fly 90 ft. (perfect)
Melee 2 claws +14 (1d6+8), tail slap +14 (1d8+4 plus bleed), 2 wings +14 (1d8+4 plus bleed)
Space 10 ft.; Reach 5 ft.
Special Attacks bleed (2d6), cold iron killer, crippling sneak attackMA, mythic power (7/day, surge +1d10), shadow doublesMMA

Spell-Like Abilities (CL 15th; concentration +28)
At will—deeper darkness, ray of exhaustion (DC 23), silence (self only)
4/day—quickened deeper darkness
3/day—dimensional anchor, greater teleport, true seeing
1/day—circle of death (DC 26), discern location, prismatic spray (DC 27)


Str 26, Dex 28, Con 22, Int 17, Wis 19, Cha 31
Base Atk +7; CMB +16; CMD 36
Feats Combat Reflexes, Death From AboveMF, Flensing StrikeDR, Flyby Attack, Improved InitiativeMF, MultiattackMF, Quicken Spell-Like Ability (deeper darkness)MF
Skills Bluff +24, Escape Artist +26, Fly +32, Intimidate +21, Knowledge (nature) +20, Knowledge (planes) +17, Perception +21, Sense Motive +21, Stealth +22
Languages Common, Sylvan (can’t speak any language); telepathy 100 ft.
SQ reactive transpositionMA, shadow bondMA


Environment any (primal land of fey)
Organization solitary
Treasure standard

Special Abilities

Cold Iron Killer (Su) All of an ankou’s natural weapons are treated as cold iron for the purpose of overcoming damage reduction.

Crippling Sneak Attack (Ex) A mythic ankou’s sneak attack deals 5d6 damage plus 2 points of Strength damage.

Darkling Shroud (Su) Anyone attempt to cast a spell or create a spell-like effect with the light descriptor within 60 feet of a mythic ankou must succeed at a DC 28 caster level check or fail. Each round at the start of a mythic ankou’s turn, each and every magical light source within its darkling shroud is subject to a targeted dispel magic, caster level 15th.

Reactive Transposition (Su) Once per round, whenever a mythic ankou takes damage, it can swap locations with a shadow double as an immediate action. This functions as dimension door, using the mythic ankou’s caster level. If the chosen shadow double is out of range, the ability is wasted.

Shadow Bond (Su) A mythic ankou’s life is linked to its shadow doubles. As long as a mythic ankou has 1 or more hit points, it is protected from harm if it has at least one shadow double conjured. Damage in excess of that which would reduce a mythic ankou to fewer than 0 hit points is instead transferred to its nearest shadow double. This damage is transferred 1 point at a time, meaning that as soon as all shadow doubles are destroyed, all excess damage remains with the mythic ankou.

Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage.

Shadow Doubles (Su) Three times per day as a free action, a mythic ankou can conjure up to four shadowy duplicates, which appear anywhere within 60 feet of the mythic ankou and last a number of rounds equal to the mythic ankou’s Charisma modifier (typically 10 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 60% of the true mythic ankou’s total hit points (105 hit points if conjured by a mythic ankou with full hit points). The doubles have all of the true mythic ankou’s melee attacks and abilities, except they can’t create more shadow doubles or use the mythic ankou’s spell-like abilities except for deeper darkness and silence. Any creature that interacts with a shadow double can attempt a Will save to disbelieve the duplicate (DC 10 + 1/2 the mythic ankou’s Hit Dice + the ankou’s Charisma modifier +2 racial bonus, typically DC 29). Against a creature that recognizes a shadow double for what it is, the double functions as a greater shadow conjuration. Shadow doubles take double damage from spells with the light descriptor. If the true mythic ankou is slain, the duplicates instantly vanish.

If a mythic ankou expends one use of its mythic power as a free action when conjuring shadow doubles, they have hit points equal to 80% of the mythic ankou’s (140 if conjured by a mythic ankou with full hit points) and function as shades against creatures that recognize them for what they are.

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