demiurge1138
Inventor of Super-Toast
That looks good to me.
SPECIAL DEFENSES: Never surprised; detects hidden or invisible beings within 60’
Combat: The ankou is not particular about whom it kills, but it is more likely to be encountered by solitary travelers than by groups (treat the ankou as if it were only “rare” on such occasions). It has excellent senses of hearing and sight, so it can detect anyone in hiding and cannot be surprised. Even with this ability, it will still attack only those who are accessible.
The ankou cannot cross open water or flame, though rough ground slows neither itself nor its beast-drawn cart.
In combat the ankou usually fights with a weapon, doing double damage on all hits (2-16 hp damage with a sword, club, or scythe) because of its great strength and carefully aimed attacks.
NO. OF ATTACKS: 2
As it is as slow as a zombie, it gets only one attack per round and always strikes last.
If unarmed, an ankou attacks by grabbing at its opponent and attempting to wrap its thin arms around the victim’s chest to crush him. The ankou needs to make a single to-hit roll; if it succeeds, the ankou has caught the victim in a bear hug of fantastic strength, its fingers locking together with startling power. Every round thereafter, the ankou does damage equal to the victim’s armor class (armor type and magical bonuses apply, but shield and dexterity bonuses do not, for the purposes of this calculation). Victims with armor classes of 1 or less take no damage. The hugged victim may attack the ankou with a one-handed melee weapon at - 2 to hit; he may instead elect to attempt to break the ankou’s hold, which can be done if he makes a successful bend bars/lift gates strength roll (one attempt per round allowed with no limit to the number of attempts).
Being undead, the ankou is unaffected by spells involving sleep, hold, charm, or cold of any sort, and its excellent senses negate the effects of many illusions (giving it a bonus of + 3 on saving throws vs. illusions).
It can be turned by good clerics (or caused to ignore evil ones) as if it were a spectre.
The touch of holy water instantly causes it and its cart to return to the nether realms of Tartarus without the possibility of a saving throw.
Str 20, Dex 8, Con -, Int 7, Wis 12, Cha 17?
How's this?
Mapmaker’s Stick: This magic rod has a glowing point. It can etch any substance, including flesh. A mapmaker's stick acts as a +1 light mace that deals 1d4 points of damage to anything it touches, ignoring hardness and damage reduction of all kinds. If used as a weapon, it requires a melee touch attack. Marks left behind by a mapmaker's stick may be removed with an erase spell. Healing spells restore the damage, but do not remove the marks. A mapmaker's stick only functions for creatures with the Chaotic subtype (or those who succeed on a Use Magic Device check to emulate the Chaotic subtype).
Moderate transmutation; CL 10th; Craft Rod, Craft Magic Arms and Armor, arcane mark, erase, creator must have the Chaotic subtype; Price 5,000 gp.
I'm not sure why these rods have the +1 light mace bit since they are touch attacks, but that's ok too. I'm happy with it.
Blindsight 60 feet?
All-terrain movement like the roller sheen?
We'll need to give it a decent Str score. Improved Critical as a bonus feat with its scythe?
Single Actions only like a zombie?
Improved grab/constrict?
Str 20, Dex 8, Con -, Int 7, Wis 12, Cha 17?