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Ankou

The Ankou is a spectral figure, often depicted as tall and emaciated, with skeletal features that are either partially visible or concealed beneath a tattered black cloak. A wide-brimmed hat or hood may shadow its face, adding an air of mystery. The Ankou is frequently accompanied by a creaking, wooden death cart (called a karrik an Ankou), drawn by spectral horses or oxen, and filled with the souls of the recently deceased. Sometimes, it wields a scythe or staff as a symbol of its role as a harbinger of death.

Behavior:
The Ankou is an unrelenting and impartial gatherer of souls. It moves silently through the night, especially during the colder, darker months, making its rounds in villages and towns. The faint creak of its cart wheels or the sound of dragging footsteps is often considered a harbinger of doom. The Ankou rarely interacts with the living unless directly obstructed; even then, its presence is enough to inspire terror. Legends suggest it works with grim efficiency, neither rushing nor delaying in its duties.

Habitat:
The Ankou is tied to rural landscapes, particularly in Brittany, where the legend originates. It is believed to roam graveyards, forests, lonely roads, and the boundaries between villages. Though intangible, it is often thought to reside in liminal spaces—places symbolizing transitions, such as crossroads, misty moors, or near ancient standing stones, which are rich in Celtic tradition.

Modus Operandi:
The Ankou collects souls of the dead and escorts them to the afterlife. It is said to know when every death will occur within its domain, appearing at the exact moment of someone’s passing. Often unseen, its presence is indicated by ominous signs: the rattling of wheels, whispers of cold winds, or spectral flickers of light. Those who catch a glimpse of the Ankou, or hear the creak of its cart, are considered marked for death themselves. According to some tales, it employs skeletal helpers to gather the souls and load them into its cart.

Motivation:
The Ankou serves as the eternal servant of death, a role it cannot escape. In some traditions, the Ankou was once human—the first to die each year, chosen to bear the grim responsibility for the next cycle. As a tireless worker of death’s will, its motivation is not malicious but rather dutiful, fulfilling its somber role with quiet inevitability. Its actions embody the inescapable nature of mortality, reinforcing its role as a symbol of death’s impartiality and universality.


  • Ankou 5e
  • Ankou 5e
  • Ankou 3.5

Ankou

Large Undead, Neutral Evil


Armor Class: 17 (Natural Armor)
Hit Points: 210 (20d10 + 100)
Speed: 40 ft.


STRDEXCONINTWISCHA
18 (+4)16 (+3)20 (+5)14 (+2)18 (+4)19 (+4)

Saving Throws: Dex +8, Con +10, Wis +9, Cha +9
Skills: Intimidation +9, Perception +9, Stealth +8
Damage Resistances: Necrotic, Cold, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 120 ft., Passive Perception 19
Languages: Common, Infernal, Sylvan
Challenge: 14 (11,500 XP)
Proficiency Bonus: +5


Traits

Death’s Herald
The Ankou can sense the presence of creatures within 120 feet that are at half their hit points or lower. It knows the location of dying creatures within this range.

Soul Collector
When a creature dies within 120 feet of the Ankou, its soul is automatically trapped in the Ankou’s Wagon of the Damned (see below). This soul cannot be resurrected unless the wagon is destroyed or the Ankou is defeated.

Reaping Aura (Recharge 5-6)
At the start of each of the Ankou’s turns, creatures within 30 feet take 10 (3d6) necrotic damage unless they succeed on a DC 17 Constitution saving throw. Creatures reduced to 0 hit points by this aura have their souls captured by the Wagon of the Damned.

Turn Resistance
The Ankou has advantage on saving throws against effects that turn undead.


Actions

Multiattack
The Ankou makes three attacks with its Scythe of Eternal Dread.

Scythe of Eternal Dread
Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 21 (3d10 + 4) slashing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of its turn.

Spectral Gaze (Recharge 5-6)
The Ankou targets one creature within 60 feet that it can see. The target must succeed on a DC 17 Charisma saving throw or be paralyzed for 1 minute as it experiences overwhelming visions of its own death. The creature can repeat the saving throw at the end of its turns.

Summon the Damned (1/Day)
The Ankou calls forth 1d6 Spectral Minions (use Ghost statistics). These spirits rise from the Wagon of the Damned and fight until they are destroyed or the Ankou is defeated.


Legendary Actions

The Ankou can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn.

  • Creeping Death: The Ankou moves up to 20 feet without provoking opportunity attacks. Creatures it moves within 5 feet of must make a DC 17 Wisdom saving throw or take 10 (3d6) necrotic damage.
  • Terrifying Glare: The Ankou targets one creature it can see within 30 feet. The creature must succeed on a DC 17 Wisdom saving throw or be frightened until the end of the Ankou’s next turn.
  • Soul Reap (Costs 2 Actions): The Ankou swings its scythe in a deadly arc. Each creature within 10 feet must succeed on a DC 17 Dexterity saving throw or take 21 (3d10 + 4) slashing damage and 14 (4d6) necrotic damage.

Lair Actions

When in its lair, the Ankou can invoke the power of death itself. On initiative count 20 (losing initiative ties), the Ankou can take a lair action to cause one of the following effects:

  • Wailing Souls: Eerie, tormented screams fill the lair. Each creature that starts its turn within 30 feet of the wagon must make a DC 17 Wisdom saving throw or be frightened until the start of its next turn.
  • Grasping Shadows: Shadowy hands erupt from the ground, grappling all creatures of the Ankou’s choice within 30 feet. A creature must succeed on a DC 17 Strength saving throw or be restrained until the end of its next turn.

Tactics

The Ankou prefers to instill terror in its enemies, letting its Reaping Aura and Scythe of Eternal Dread whittle down opponents while summoning Spectral Minions to overwhelm them. It targets weaker or dying foes with Spectral Gaze, ensuring their souls are captured. Using its Creeping Death legendary action, the Ankou maneuvers to cut off escape routes, herding enemies toward the wagon and its minions. If severely injured, it retreats, dragging its spectral cargo into the shadows.

Spectral Rider

Large Undead, Unaligned


Armor Class: 17 (natural armor)
Hit Points: 165 (20d8 + 60)
Speed: 60 ft. (can move through difficult terrain and obstacles)


STRDEXCONINTWISCHA
18 (+4)14 (+2)16 (+3)10 (+0)12 (+1)8 (-1)

Saving Throws: Dex +6, Con +7
Damage Resistances: Necrotic, Cold, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Understands the languages of its summoner but cannot speak
Challenge: 6 (2,300 XP)
Proficiency Bonus: +3


Traits

Incorporeal Movement
The Spectral Rider can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a creature or an object.

Aura of Despair
Any creature within 10 feet of the Spectral Rider must succeed on a DC 14 Wisdom saving throw or be filled with dread, suffering disadvantage on all Wisdom (Perception) checks and becoming frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Undead Nature
The Spectral Rider doesn’t need to eat, drink, or breathe. It is immune to exhaustion, and it can’t be charmed or frightened.

Ride of the Damned
While mounted, the Spectral Rider can pass through creatures and obstacles as though they were difficult terrain, and it can fly (speed 60 feet) if it has a flying capability.


Actions

Multiattack
The Spectral Rider makes two attacks: one with its Spectral Scythe and one with Hoof Strike.

Spectral Scythe
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 18 (3d8 + 3) necrotic damage.

Hoof Strike
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 4) necrotic damage. The target must succeed on a DC 14 Strength saving throw or be knocked prone.

Ethereal Charge (Recharge 5-6)
The Spectral Rider charges forward up to 30 feet in a straight line. Each creature in its path must make a DC 14 Dexterity saving throw, taking 21 (6d6) necrotic damage and being knocked prone on a failed save, or half as much damage and not knocked prone on a successful save. The Spectral Rider can make one Spectral Scythe attack as part of this charge.

Spectral Reaping (1/Day)
The Spectral Rider swings its scythe in a wide arc. Each creature within a 15-foot cone must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 35 (8d6) necrotic damage and is stunned until the end of the rider’s next turn. On a successful save, the creature takes half damage and is not stunned.


Legendary Actions

The Spectral Rider can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Spectral Rider regains spent legendary actions at the start of its turn.

  • Move: The Spectral Rider moves up to 60 feet, passing through creatures’ spaces and avoiding opportunity attacks.
  • Scythe Slash: The Spectral Rider makes a Spectral Scythe attack.
  • Dreadful Gallop (Costs 2 Actions): The Spectral Rider gallops forward, and the rider strikes at a creature they pass. The rider makes a Hoof Strike against a creature in the path of the steed.

Tactics

  • Harassment and Mobility: The Spectral Rider excels in hit-and-run tactics. Using Incorporeal Movement, it can phase through terrain and obstacles, making it hard to pin down. It will often target weaker enemies, hitting hard with its Spectral Scythe and Hoof Strike before retreating into difficult terrain or phasing out of combat.
  • Aura of Terror: The Aura of Despair is a major psychological weapon, especially against spellcasters or ranged attackers who need to rely on their senses. The Spectral Rider will move into a crowd to unsettle and frighten its enemies.
  • Dreadful Gallop and Scythe Reaping: When surrounded or in a large battle, the Spectral Rider will use Dreadful Gallop and Spectral Reaping to clear out multiple foes in one fell swoop. The Spectral Rider can cover great distances, charge through enemies, and quickly reposition.
  • Focus on Vulnerable Targets: The Spectral Rider will focus on isolated or vulnerable targets, often engaging high-priority targets such as spellcasters, leaders, or wounded enemies. It will use Spectral Scythe to deal high necrotic damage, and Hoof Strike to knock foes prone and set them up for another devastating attack.

Final Notes

The Spectral Rider is a horrifying and unstoppable force of death. With its ethereal mobility, terrifying aura, and devastating necrotic attacks, this creature wreaks havoc on the battlefield. Whether summoned by a necromancer or born from the depths of death itself, the Spectral Rider strikes fear into all who see it, leaving a trail of devastation in its wake. This powerful undead entity is a master of battlefield control, striking with precision and terrorizing its enemies with its scythe and hooves.

Kain’s 5e Monstrous Manual – Page 46 – Dicefreaks (tapatalk.com)

Ankou
Large fey, lawful evil
________________________________________________________________________________
Armor Class 19 (natural)
Hit Points 161 (14d10 + 84)
Speed 30 ft., fly 60 ft.
________________________________________________________________________________
STR 22 (+6) DEX 24 (+7) CON 22 (+6) INT 17 (+3) WIS 19 (+4) CHA 21 (+5)
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Saving Throws Dex +12, Wis +9, Cha +10
Skills Deception +10, Insight +9, Perception +9, Stealth +17
Damage Resistances bludgeoning, piercing and slashing from weapons that are not cold iron
Senses darkvision 60 ft., passive Perception 19
Languages Common, Sylvan; telepathy 100 ft.
Treasure –
Challenge 14 (11,500 XP)
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Innate Spellcasting. The ankou’s spellcasting ability is Charisma (spell save DC 18). The ankou can innately cast the following spells, requiring no material components:
At will: darkness (no concentration required), silence
3/day each: dimension doorray of enfeeblement
1/day each: circle of death, prismatic spray

ACTIONS
________________________________________________________________________________

Multiattack. The ankou makes three attacks: two with its claws and one with its wings.

Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Wings: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 19 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to a bleeding wound. Each time the ankou hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Shadow Image (Recharge 6) The ankou creates 1d4 shadow duplicates of itself which can act immediately. These duplicates possess 20% of the ankou’s remaining hit points (32 if summoned at full power) and can use the ankou’s darkness innate spell, as well as its claw and wing attacks. At the beginning of the ankou’s turn, a shadow double must make a DC 18 Charisma saving throw or disappear. This ability does not begin to recharge until all doubles are gone.

Jan Brueghel the Elder (1568-1625) : The Triumph of Death, detail Date 1597, Ankou
Jan Brueghel the Elder (1568-1625) : The Triumph of Death, detail Date 1597

As the mists gather and swirl around the road, you see a black cart approaching, drawn by four dark horses. The cart driver appears to be a gaunt humanoid dressed in a black hooded cloak, but as it comes closer you perceive he holds the reins with skeletal hands. Beneath the cowl two points of evil light begin to shine.

Ankou are the grim collectors of the spirits of death; they travel the misty roads at night, looking for sinners to load on their creaking carts. An ankou looks like a skeletal, grey humanoid with shining eye sockets, riding a cart drawn by four black horses and dressed in a long black cloak intended to cover its true skeletal nature. A phantasmal mist always accompanies the arrival of the ankou.

Ankou understand Common, but they never speak.

Monster Encyclopaedia II: The Dark Bestiary

Author J. C. Alvarez

Series Monster Encyclopaedia

Publisher Mongoose Publishing

Publish date 2005

Ankou
Medium undead 
Hit Dice18d12+3 (120 hp)
Initiative+8
Speed30 ft. (6 squares), plus see cart speed below
AC24 (+4 Dexterity, +10 natural), touch 14, flat-footed 20
Base Attack/Grapple+9/+24
AttackTouch +13 melee (1d12 plus death touch)
Full AttackTouch +13 melee (1d12 plus death touch)
Space/Reach5 ft. /5 ft.
Special AttacksDeath grip, death touch, detect thoughts, gripping gaze, obscuring mist, rebuke undead, skeleton spawn
Special QualitiesDamage reduction 10/magic or silver, Darkvision 60 ft., detect evil, Spell Resistance 30, turn resistance +8, undead traits, unnatural aura
SavesFort +6, Ref +10, Will +16
AbilitiesStrength 14, Dexterity 18, Constitution -, Intelligence 15, Wisdom 20, Charisma 21
SkillsIntimidate +21, Listen +23, Move Silently +20, Search +17, Ride (Dexterity)+20, Sense Motive +21, Spot +23, Survival +20
FeatsAbility Focus (death grip), Alertness, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Toughness, Weapon Finesse
EnvironmentAny
OrganisationSolitary or cart (1 plus 2-4 fiendish heavy horses and 2-8 4th level human fighter skeletons)
Challenge Rating14
TreasureNone
AlignmentAlways neutral evil
Advancement19-36 HD (Medium)
Level Adjustment

Combat

An ankou attacks only creatures that have committed evil actions; against those it deems to be innocent, it prefers to retreat via its plane shift ability. When it has chosen a target, the ankou attempts to force surrender via its gripping gaze attack and immediately takes the subdued target to the plane of shadow. The ankou does not use other combat tactics unless absolutely necessary.

Death Grip (Su): An ankou’s base attack bonus equals its full Hit Dice when grappling. If it wins a grapple against an opponent, the victim must roll a Will save (DC 26, Charisma based) or become paralysed by the ankou’s grip, in which case the ankou automatically achieves a pin. A creature pinned by an ankou must succeed at another Will save each round or suffer 2d6 points of Charisma drain. If the save succeeds, the Charisma drain is reduced to one half (1d6) and the victim is freed. Creatures reduced to 0 Charisma by an ankou’s death grip are irrevocably dead and ready to be loaded on the creature’s grim cart.

Death Touch (Su): The touch of an ankou deals 1d3 points of Charisma damage (no save). A creature reduced to 0 Charisma by an ankou’s death touch dies after one round.

Detect thoughts (Sp): An ankou can spend a standard action to attempt to read the thoughts of any living, intelligent creature within 1000 feet as per the detect thoughts spell at caster level 18th. The target is allowed a Will save (DC 17) to avoid the effects, as usual.

Gripping Gaze (Su): Any living creature meeting the eyes of an ankou must succeed at a Will save (DC 24, Charisma based) or become paralysed with fright for 2d4 rounds. This is a mind-affecting, fear effect.

Gripping Gaze (Su): Any living creature meeting the eyes of an ankou must succeed at a Will save (DC 24, Charisma based) or become paralysed with fright for 2d4 rounds.This is a mind-affecting, fear effect.

Obscuring mist (Sp): An ankou is permanently surrounded by an obscuring mist effect at caster level 11th. Successful dispel magic and similar effects may cancel this obscuring mist for 1 round per caster level; after this time, the mist rises and completely surrounds the ankou again. The ankou can turn this effect on and off at will.

Rebuke undead (Su): An ankou has the ability to rebuke/command undead as an 18th level evil cleric.

Skeleton Spawn (Su): As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton.
The creature gains the skeleton template as usual but it also has turn resistance +4 when in the ankou’s presence.

detect evil (Sp): Despite being an evil creature itself, an ankou can detect evil at will, as a paladin can.

Unnatural Aura (Su): Any normal animals within 100 feet of an ankou become shaken (no save) and adamantly unwilling to move in the ankou’s general direction until the ankou moves away more than 100 feet. Any normal animals within 30 feet of an ankou must succeed at a Will save (DC 24, Charisma based) or become panicked until they are more than 100 feet away from the ankou.

Skills: An ankou’s Move Silently bonus is granted to its cart and the horses pulling it as long as the ankou is riding the cart.

The Ankou’s Cart

An ankou usually appears riding a dark cart made of death and darkness. It appears alone, it can summon this cart as a free action; the cart arrives the next round. The ankou’s cart is a Huge object with Armour Class 18 (-2 size, -5 Dexterity, +15 natural), a hardness of 15, 30 hit points for each wheel and 150 hit points for its body.

The cart is usually pulled by 2-4 fiendish horses. When pulled in this fashion, the cart gains a base Fly speed of 120 feet. If the ankou is riding it, both the cart and its horses gain the Move Silently skill at the ankou’s skill modifier.

Plane shift (Su): As long as the ankou is riding it, an ankou’s cart can plane shift to the plane of shadow. Anything and anyone aboard the cart, including the ankou and the horses pulling it, is transported as well.

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