Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
all
Resistances & Immunities
Traits
Aura of Necromancy's Bane
Necromancy spells can't be cast within 120 feet of the ankou. When an undead creature starts its turn within 30 feet of the ankou, it must make a DC 22 Constitution saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.
Cloak of Ghostly Shadows
As a bonus action while in dim light or darkness, the ankou becomes invisible. While invisible, the ankou has advantage on Dexterity (Stealth) checks and gains the following:
Resistance to acid, cold, fire, lighting, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks.
Immunity to the grappled, paralyzed, petrified, prone, and restrained conditions
The ankou 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 an object.
The cloak of ghostly shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.
Death's Apotheosis
The ankou has the celestial type in addition to the dragon type and its weapon attacks are magical.
Legendary Resistance (3/Day)
If the ankou fails a saving throw, it can choose to succeed instead.
Actions
Bite
+14 to hit, reach 15 ft (4.6 m). Hit: 2d10+7 plus 2d10 cold damage.
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 11 (2d10) cold damage.
Change Shape
The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.
Claw
+14 to hit, reach 10 ft (3 m). Hit: 2d6+7 slashing damage.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Envelope in Shadow (Costs 2 Actions)
The ankou moves up to half its speed without provoking opportunity attacks. Any creature whose space it moves through must make a DC 22 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Horrifying Presence
Each creature of the ankou's choice that is within 120 feet of it must make a DC 19 Wisdom saving throw. On a failure, its speed is reduced to 0 for 1 minute. If the save fails by 5 or more, the creature is instead paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ankou's Horrifying Presence for the next 24 hours.
Multiattack
The ankou can use its Horrifying Presence. It then makes three attacks: one with its bite and two with its claws.
Reaper's Breath
The ankou exhales cold fire in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.
Tail
+14 to hit, reach 20 ft (6.1 m). Hit: 2d8+7 bludgeoning damage.
Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Usher of Souls
The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.
Legendary Actions
Detect
The ankou learns the location of all living creatures within 120 feet. Alternatively, it can learn the location of all undead creatures or creatures that have been dead no longer than 1 hour within 1 mile.
Envelope in Shadow
The ankou moves up to half its speed without provoking opportunity attacks. Any creature whose space it moves through must make a DC 22 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Tail Attack
The ankou makes a tail attack.
About Ankou Soul Herald
Ankou Soul Herald is a gargantuan dragon with a Challenge Rating of 21. It has a neutral alignment.
In combat, this creature maintains an Armor Class of 18 and possesses 407 hit points (derived from 22d20+176).
Ankou Soul Herald has communication capabilities including all. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Ankou Soul Herald
3 tips available
GM Tips: Using Ankou Soul Herald
When using Ankou Soul Herald in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
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Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
Player Guide: Facing Ankou Soul Herald
3 strategies available
Player Guide: Facing Ankou Soul Herald
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
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Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 21.
High-Level Solo Encounter:
This creature is too powerful for a single level-20 character. You need 3.0 character(s) at maximum level (20) to face this creature.
Experience Point Thresholds:
- Medium: 46,200 XP
- Hard: 69,300 XP
- Deadly: 92,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Ankou Soul Herald?
- Ankou Soul Herald has a Challenge Rating of 21, making it appropriate for parties of level 21.0.
- What type of creature is Ankou Soul Herald?
- Ankou Soul Herald is a Gargantuan Dragon, which affects how certain spells and abilities interact with it.
- What languages does Ankou Soul Herald speak?
- Ankou Soul Herald can communicate in all.
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