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Ammut

Creature 18 (rare) — fiend, unholy

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDSUBTERRANEANfiendunholyfire

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 ha

Source: extinction-curse-bestiary (Pre-Remaster)

Perception +33; darkvision, scent (imprecise) 30 feet, truesight 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 Ref +27 Will +28
HP 350
Resistances fire 20, poison 20
Weaknesses holy 20
Speed 50 feet, burrow 30 feet

Offense

Melee Claw (agile, reach-10, unarmed, unholy) +32, Damage 3d8+16 slashing plus Wasting Wound
Melee Foot (deadly-d10, unarmed, unholy) +30, Damage 4d8+12 bludgeoning
plus Stunned 1 DC 38 Fortitude negates.
Melee Jaws (reach-15, unarmed, unholy) +32, Damage 3d12+16 piercing plus Improved Grab

Abilities

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 (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 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
Swallow Whole (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
Divine Innate Spells DC 37, attack +29
6th Dominate, True Seeing (Constant)
1st Detect Alignment (Constant)(Evil Only)

WORKS WELL WITH

FlankerLAND / SUBTERRANEANAmmut grabs and immobilizes priority targets, granting a Flanker effortless off-guard through flanking.
MenderLANDAmmut anchors the frontline with exceptional durability while the Mender sustains from a safe rear position.
ShadeLAND / SUBTERRANEANAmmut's breath weapon and reach force enemies into defensive postures, creating stealth and positioning windows for a Shade.

PUNISHES

✖ clumping✖ low Will✖ melee overextension
Double Anvil risks insufficient damage output against scattered targets.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #155: Lord of the Black Sands.

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