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AmmutCreature 18


RareNEHugeFiend
Source Pathfinder #155: Lord of the Black Sands
Perception +33 (darkvision, scent (imprecise) 30 feet, true seeing)
Languages Celestial, Infernal, Telepathy 100 Feet
Skills Athletics +34, Intimidation +33, Occultism +29, Religion +32, Stealth +35
Str +8, Dex +7, Con +9, Int +3, Wis +6, Cha +7

AC 41; Fort +35; Reflex +27; Will +28;
HP 350
Speed 50 feet (burrow 30 feet)
Immunities evil
Weaknesses Good 20
Resistances Fire 20, Poison 20

Claw One Action +32 (+28, +24) to hit (agile, reach 10) 3d8+16 Slashing
Foot One Action +30 (+25, +20) to hit (deadly d10) 4d8+12 Bludgeoning
Jaws One Action +32 (+27, +22) to hit (reach 15) 3d12+16 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Breath Weapon Two Actions (fire, curse, divine, evocation)

The ammut exhales a blast of flame that deals 18d6 fire damage to all creatures in a 30 foot cone (DC 37 basic reflex save). The ammut can't use their Breath Weapon again for 1d4 rounds.

Devour Soul (curse, death, divine, necromancy)

A creature whose HP drops to 0 while swallowed by an ammut has its soul consumed, as well as its body. The creature dies instantly and cannot be brought back to life except by Miracle, Wish, or similar magic.

Fast Swallow Reaction

Trigger The ammut Grabs a creature


Effect The ammut uses Swallow Whole.

Swallow Whole One Action (attack)

Large, 3d12+8 bludgeoning damage, Rupture 32


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Wasting Wound (curse, divine, necromancy)

A creature dealt damage by an ammut's claw Strike must succeed at a DC 37 will save or become Enfeebled 1 and Drained 1 (or Enfeebled 2 and Drained 2on a critical failed save). The conditions cannot be mitigated until the curse is removed, and the curse cannot be removed until all damage dealt by the claw Strike is healed. Each day, a creature afflicted with wasting wound must attempt another saving throw; on a failed save, the values of its enfeebled and drained conditions each increase by 1. If the victim dies while cursed, its soul is destroyed, as per the ammut's devour soul ability.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Divine Innate Spells (DC 37, +29 to hit)

6th Level: Detect Alignment (Constant) (Evil only), Dominate, True Seeing (Constant)


These chimeric, desert-dwelling fiends have massive bodies that are part hippopotamus, part large cat, and part crocodile. Though they devour souls for sustenance, ammuts are infamously picky eaters; most will only eat experienced adventurers or, for a special treat, particularly evil creatures, passing over common folk or those whose mettle has never been tested.

Only a few ammuts are known to exist, and most dwell in Osirion. However, recent expeditions into Orv's Vault of the Black Desert have uncovered the existence of ammuts in this region, as well.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.