Akanka

Medium fey, chaotic evil

Armor Class 12
Hit Points 45 (7d8 + 14)
Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 14 (+2) 15 (+2) 10 (+0) 16 (+3)

Skills Deception +5, Perception +2
Condition Immunities unconscious
Senses passive Perception 12
Languages Common, Southern Tongue
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Spider Climb. The akanka can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense. While in contact with a web, the akanka knows the exact location of any other creature in contact with the same web.
  • Web Walker. The akanka ignores movement restrictions caused by webbing.
  • Innate Spellcasting. The akanka’s spellcasting ability is Charisma (spell save DC 13). The akanka can innately cast the following spells, requiring no material components.

ACTIONS

  • Multiattack. The akanka uses Mirrored Carapace. It then makes one bite attack.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or fall unconscious for 1 minute. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
  • Mirrored Carapace. The akanka projects an illusory duplicate of itself that appears in its space. Each time a creature targets the akanka, if its attack roll result is below 15, it targets the duplicate instead and destroys the duplicate. The duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. A creature is unaffected by this action if it can’t see, if it relies on senses other than such, such as blindsight, or if it can perceive illusions as false, as with truesight. The akanka can’t use this action while in darkness.

ABOUT

Akankas are arachnid-like fey that claim to be the children of Kwansi. Their jewelled carapaces reflect the light, creating an after-image identical to the true creature.

Nothing satisfies an akanka more than hoodwinking an unsuspecting treasure hunter. They shroud themselves and their lairs in layers of illusion and pretend to be wise oracles or helpful allies. In conversation, they are charming and accommodating with the hope that being so will lower their prey’s guard. When its treachery becomes evident, an akanka savors the look of surprised fear and anger on the face of its victim, and it replays the look in its mind over and over again while it waits for fresh prey.

Brazen akankas that live near humanoid settlements often disguise themselves as traveling humanoids to infiltrate and make connections they hope to exploit later. When these forays go poorly, akanka that have been discovered prefer to flee than fight, and they sometimes bide their time for years before making another attempt. Akanka that live in tombs or ruins often watch potential victims and, sometimes, even help them if it won’t draw attention. When their prey readies to leave the area, relaxed and laden with their spoils, the akanka strikes.

Section 15: Copyright Notice

Lasers & Liches: Tales from the Retroverse - Test Wave 3 Player's MTX Creator(s) Chris Lock, Lluis Abadias Copyright 2021

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