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Ankou

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.

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

Ankou
Large fey, lawful evil
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Armor Class 19 (natural)
Hit Points 161 (14d10 + 84)
Speed 30 ft., fly 60 ft.
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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
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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.

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, the ankou 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. If the ankou 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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