In legend, the ankou is a personification of death from Breton and Cornish folklore, a kind of dark psychopomp. But the ankou in the Pathfinder game is
a much more decidedly fey and murderous creature (courtesy of Pathfinder #36: Sound of a Thousand Screams). Its party trick is creating up to four
shadowy duplicates to fight alongside it.
As instruments of their fey lords’ dark wills, ankous terrify other
fey—no wonder, since their claws function as cold iron weapons—and nasty
spell-like abilities like prismatic spray
and circle of death only add to the
body count.
All those special abilities mean the Bestiary 4 entry doesn't have the room for all the juicy flavor
tidbits from the original: “an ankou slumbers in a cocoon of darkness”...“the
only words they can utter are those whispered telepathically into the victim’s
ear an instant before death, and those words are spoken in the voice of the one
who sent the killer”…“one of these assassins might be told to kill the victim
many times over—murdering its target, waiting for its connection to the First
World to reform it, and then killing it again.” [For the unfamiliar, this last bit is a reference to the
regenerative powers of Golarion’s fey realm.]
One final note is that each ankou serves a different fey
lord. So there’s no reason that every ankou has to look just like the winged
skeletal shadow-horror in the books.
I imagine the progenitor of the quickling race might fashion his ankou
to look like a knife-covered cutpurse, rail-thin despite its Large size. A fey lord of harvest might have a pumpkin-like
monstrosity, while a spirit of the crossroads might employ a crow-monster or a
hanged man with wings made of iron and rotted ropes. Then again, winged skeletal shadow-horrors that nest in
cocoons of darkness do have a certain primal appeal, and might be symbols of
terror throughout the fey realms no matter who they serve.
While exploring an
undocumented cavern, adventurers come upon a slumbering ankou. It attacks them upon waking and pursues
them through the dungeon as best it can.
If the party escapes the cavern complex it leaves them be, unless it
hears them singing or they grievously wound it (reduce it to 25% of its hit
points), in which case it retreats to plot its revenge—which it will enact no
matter how far they go. If the
adventurers kill the ankou, they are not out of the woods, for the
shadow-beast’s death, however, temporary, draws the eyes of its fey master upon
them.
Duke Summer’s wrath
is all the more terrible for its rarity, descending almost without warning like
a summer storm. On a mission to
save the world, a faerie agent and her mortal adventuring allies are taking a
shortcut through Summer’s realm when they break one of his strictures. Insensible to reason in the face of
this flouting of his authority, he sends an ankou after the party, declaring,
“And as I am Summer, the world may burn.”
Other creatures fear
cold iron claws, including demons and night hags. A faerie lord allies with adventurers to take down their
mutual enemy, a particularly powerful and troublesome night hag. Careful listeners will note that he
promises them the obedient services of the beast “until the night hag has well
and truly perished”…with not a word about what comes after.
—Pathfinder #36 80–81
& Pathfinder Bestiary 4 10
Work and life has me a bit slow to reply to reader comments
(and I simply can't give everyone the props they deserve) but I do appreciate
all of you who are weighing in despite these comparatively new/unfamiliar
monsters.
Just a heads-up: With July 4th almost here, I’m going to be
taking a vacation to do some traveling.
I’m debating posting next week and almost definitely will not be posting the week after. So if you don’t see your daily entry
during the next fortnight, that’s what’s up.
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