Ammonite, Spiral Reaper
Ammonite — a swirling, armored sea monster with razor-sharp tentacles and a shell that’s both shield and weapon in the deep!

The Ammonite is a formidable marine creature encased in a massive, spiraled shell composed of sturdy, calcified segments etched with natural ridges and grooves. From the shell’s opening, a writhing mass of muscular tentacles—lined with powerful suction cups and razor-sharp barbs—emerges. Its eyes glow faintly with an eerie blue luminescence, adapted to the crushing darkness of the deep sea.
Behavior:
Ammonites are deliberate and methodical hunters, relying on stealth and patience. They often lie motionless, blending perfectly with rocky ocean floors or coral reefs, waiting for prey to come within reach. Mostly solitary, they are fiercely territorial, defending their hunting grounds with swift and brutal force when challenged.
Habitat:
Dwelling in deep ocean trenches, underwater caves, and abyssal plains, ammonites prefer cold, dark waters where their shells offer camouflage amid jagged rock formations and marine flora. They are rarely found in shallow waters, favoring the crushing pressures and mystery of the deep.
Modus Operandi:
The ammonite uses its tentacles to seize prey swiftly, immobilizing them with a powerful constriction and delivering venom through barbed suckers to paralyze. It then drags the victim toward its shell’s maw to consume. When threatened, it releases a dense cloud of ink mixed with bioluminescent compounds, disorienting predators and enabling a quick escape.
Motivation:
Motivated by survival and dominance, ammonites guard their territory and hunting grounds jealously. Some ancient tales suggest these creatures instinctively protect submerged ruins and relics from intruders, driven by a deep, mysterious bond to the ocean’s forgotten past.
Ammonite 5e
Ammonite, Pathfinder
Ammonite 3,5
Ammonite

Large Beast, Neutral
Armor Class: 16 (Natural Shell)
Hit Points: 136 (16d10 + 48)
Speed: 20 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 12 (+1) | 17 (+3) | 4 (–3) | 12 (+1) | 7 (–2) |
Saving Throws: Strength +8, Constitution +6
Skills: Perception +4, Stealth +4
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Prone
Senses: Darkvision 120 ft., passive Perception 14
Languages: —
Challenge: 6 (2,300 XP)
Traits
Amphibious.
The ammonite can breathe both air and water.
Camouflaged Shell.
The ammonite has advantage on Dexterity (Stealth) checks made to hide in underwater rocky or coral environments.
Ink Cloud (Recharge 5–6).
As an action, the ammonite expels a 15-foot-radius cloud of dark, bioluminescent ink underwater centered on itself. The cloud heavily obscures the area for 1 minute. Creatures within the cloud must succeed on a DC 15 Constitution saving throw or be blinded while inside. The ammonite can see normally through this ink.
Actions
Multiattack.
The ammonite makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target.
Hit: 15 (2d8 + 6) bludgeoning damage plus 7 (2d6) poison damage. The target is grappled (escape DC 16) if it is a creature. The ammonite can use its tentacles to restrain the target.
Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one target grappled by the ammonite.
Hit: 21 (3d8 + 6) bludgeoning damage. The target is restrained until the grapple ends.
Paralyzing Venom (Recharge 6).
The ammonite injects venom through its tentacles. One creature grappled by the ammonite must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Legendary Actions
The ammonite can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The ammonite regains spent legendary actions at the start of its turn.
- Tentacle Strike. The ammonite makes one Tentacle attack.
- Ink Burst (Costs 2 Actions). The ammonite uses Ink Cloud.
Tactics
- The ammonite uses its Camouflaged Shell to lie in wait, blending into the ocean floor or coral formations, striking with surprise.
- It attempts to grapple foes with its Tentacle attacks, then follows up with Constrict to immobilize and crush.
- When outnumbered or threatened, it unleashes Ink Cloud to blind enemies and create an opportunity to disengage or reposition.
- The Paralyzing Venom is reserved for dangerous or evasive prey, aiming to neutralize spellcasters or ranged combatants quickly.
- In rare cases where ammonites hunt in pairs or groups, they coordinate grapples to lock down multiple foes simultaneously.
Ammonite

This massive, coiled-shelled mollusk lurks silently on the sea floor, its barbed tentacles twitching with predatory tension.
Ammonite CR 6
XP 2,400
N Large animal
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
hp 76 (8d8+40)
Fort +11, Ref +7, Will +3
DR 5/bludgeoning
Immune its own poison
Resist cold 5
Weaknesses vulnerability to sonic
OFFENSE
Speed 20 ft., swim 40 ft.
Melee 2 tentacles +13 (2d6+6 plus grab and poison)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (2d6+6), ink cloud, poison
STATISTICS
Str 22, Dex 12, Con 20, Int 2, Wis 13, Cha 6
Base Atk +6; CMB +13 (+17 grapple); CMD 24 (can’t be tripped)
Feats Improved Grapple, Multiattack, Toughness, Weapon Focus (tentacle)
Skills Perception +11, Stealth +6 (+10 in coral or rocky terrain), Swim +14
Racial Modifiers +4 Stealth in coral or rocky terrain
SQ amphibious, camouflaged shell
SPECIAL ABILITIES
Camouflaged Shell (Ex):
It gains a +4 racial bonus on Stealth checks made in coral reefs or rocky sea beds due to its spiral shell blending naturally with the environment.
Constrict (Ex):
An ammonite deals automatic tentacle damage (2d6+6) on a successful grapple check.
Ink Cloud (Ex) (1/day):
As a free action while underwater, an ammonite can release a 20-foot-radius cloud of thick, bioluminescent ink. This cloud provides concealment (20% miss chance) to all creatures within it and lasts for 1d4 rounds. The ammonite can see normally through its own ink.
Poison (Ex):
Tentacle—injury; Save Fort DC 18; frequency 1/round for 4 rounds; effect 1d4 Str damage and fatigued; cure 2 consecutive saves.
The save DC is Constitution-based.
ECOLOGY
Environment any ocean (typically reefs or deep sea trenches)
Organization solitary or pair
Treasure none (but may guard incidental remains of victims)
Advancement 9–12 HD (Large); 13–18 HD (Huge)
Level Adjustment —
TACTICS
Before Combat:
Ammonites use their camouflaged shells to remain undetected, motionless within coral or stone formations, ambushing anything that comes close.
During Combat:
They strike suddenly with their tentacles, grappling and constricting prey while injecting venom. If faced with multiple foes or injured, they release their ink cloud and reposition or escape.
Morale:
Ammonites are instinctual predators. If reduced below 20 hp, they attempt to flee into deeper waters.
DESCRIPTION
These prehistoric mollusks are apex ambush predators, dwelling in cold, dark waters and along coral ridges. Their spiral shells serve both as defense and disguise, while their venomous tentacles make them deadly to even experienced divers or adventurers. Though unintelligent, ammonites are highly effective hunters and feared by underwater societies.
Ammonite

Large Animal
Hit Dice: 10d8+30 (75 hp)
Initiative: +1
Speed: 20 ft., swim 40 ft.
Armor Class: 19 (–1 size, +1 Dex, +5 natural, +4 deflection)
Touch: 14
Flat-footed: 18
Base Attack/Grapple: +10/+20
Attack: Tentacle +15 melee (2d8+7 plus poison)
Full Attack: 2 tentacles +15 melee (2d8+7 plus poison)
Space/Reach: 10 ft./15 ft.
Special Attacks: Constrict (2d8+7), poison, ink cloud
Special Qualities: Darkvision 120 ft., amphibious, camouflaged shell, scent
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 24, Dex 12, Con 17, Int 2, Wis 12, Cha 7
Skills: Hide +12 (+18 in rocky or coral terrain), Listen +10, Spot +10, Swim +13
Feats: Improved Grapple, Multiattack, Weapon Focus (Tentacle)
Environment: Deep oceans, underwater caves
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Combat
Camouflaged Shell (Ex):
It gains a +6 bonus on Hide checks while submerged among rocky or coral environments, blending perfectly with its surroundings.
Ink Cloud (Ex) (Recharge 5–6):
Once every 1d4 rounds, the ammonite expels a 15-foot-radius cloud of dark, bioluminescent ink underwater. The cloud heavily obscures the area for 1d4 rounds. Creatures within the cloud take a –4 penalty on attack rolls and suffer 20% concealment (miss chance). The ammonite can see normally through this ink.
Poison (Ex):
Tentacle attacks inject a potent venom. Targets must succeed on a DC 17 Fortitude save or suffer 1d4 points of Strength damage and be fatigued for 1 minute. The save DC is Constitution-based.
Constrict (Ex):
Deals damage equal to tentacle damage (2d8+7) when hitting a grappled opponent.
Tactics
- It uses its Camouflaged Shell to lie in wait, blending perfectly with coral reefs or rocky seabeds for surprise attacks.
- It strikes with powerful tentacles to grapple and restrain foes quickly.
- It then squeezes with Constrict and injects venom to weaken opponents.
- When threatened or overwhelmed, it releases Ink Cloud to blind and confuse enemies, then escapes or repositions.
- Relies on brute strength and ambush tactics; avoids land and prefers deep water.
Ecology
Ammonites are ancient, natural ocean predators found in deep trenches and underwater caves. Their tough spiral shells offer protection, and venomous tentacles make them dangerous ambush hunters. They have minimal intelligence and act primarily on instinct.