🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

AmmutCreature 18


RareHugeEvilFiendUnholy
Source Pathfinder #155: Lord of the Black Sands
Perception +33 (darkvision, scent (imprecise) 30 feet, truesight (precise) 60 feet)
Languages Diabolic, Empyrean, 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)
Weaknesses Holy 20
Resistances Fire 20, Poison 20

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

Telepathy 100 feet (aura, 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 (curse, divine, fire)

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

Devour Soul (curse, death, divine)

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 or restrained 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 Off-Guard 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.

Effect: Engulf and Swallow Whole

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)

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 2 on 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

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.


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

1st Level: Detect Alignment (Constant)(Evil Only)
6th Level: 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.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.