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Ammut, Devourer of Souls

Ammut
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Ammut is a fearsome creature, embodying the traits of three powerful animals: her body resembles that of a lioness, with muscular limbs and a strong torso, while her hindquarters are those of a massive hippopotamus, giving her a stocky and intimidating presence. The head of a crocodile, complete with powerful jaws and razor-sharp teeth, completes her terrifying visage. Her fur ranges from sandy-colored to dark brown, with shorter fur on her back and legs and a long mane cascading from her head down to her shoulders. Ammut’s reptilian scales cover her snout and face, often encrusted with sand that has fused into glass due to the heat emanating from her inner fire.

Behavior:
Ammuts are solitary and cunning predators, displaying relentless tenacity when hunting. They never tire and will stalk their chosen prey for miles, employing stealth and patience. When ready to strike, Ammut unleashes a high-pitched scream that disorients her victims, making them easier to catch. This horrifying tactic is supplemented by her ability to exert a powerful telepathic influence over her prey, luring them closer with a force of will that is nearly impossible to resist. Once caught, Ammut employs her powerful jaws to capture and devour her victims, ensuring that no soul escapes her grasp.

Habitat:
Ammuts inhabit the desolate and unforgiving landscapes of the Egyptian deserts, often residing in abandoned temples and ruins scattered throughout the region. They prefer remote locations where they can blend into the sand and await the arrival of unsuspecting souls. Ammuts are known to bury themselves in the sand, lying in wait for days or even weeks for the right opportunity to strike.

Modus Operandi:
Ammut’s primary method of attack involves ambushing her prey after a prolonged period of stalking. She uses her disorienting scream to incapacitate potential victims and relies on her physical strength and speed to capture them. If the scream fails, her telepathic abilities come into play, compelling creatures to approach her willingly. Once a victim is subdued, Ammut swallows them whole, consuming their soul in the process, thus ensuring they cannot be resurrected by any means other than the most powerful magical interventions.

Motivation:
Ammut is driven by an insatiable hunger for souls, particularly those of the wicked and morally corrupt. She delights in devouring souls that have lived complex and evil lives, as these provide her with the greatest satisfaction. Unlike many predators, Ammut shows disdain for weaker creatures, considering their souls to be bland and flavorless. Her existence serves as both a punishment for the wrongdoings of mortals and a reminder of the harsh consequences of one’s actions in life, emphasizing the ancient Egyptian belief in moral accountability and the balance of justice.


  • Ammut 5e
  • Ammut Pathfinder
Ammut
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Large Fiend (Demon), Chaotic Evil


Challenge Rating: 20 (25,000 XP)


Lore

  • Origins: Ammut is a fearsome demon from ancient Egyptian mythology, a guardian of the afterlife who devours the souls of the wicked.
  • Role in Society: She lurks in desolate regions, particularly near ancient burial sites and ruins, waiting to consume the souls of the unworthy.
  • Appearance: A terrifying amalgamation of a lioness, hippopotamus, and crocodile, Ammut embodies primal power and insatiable hunger.

Traits

  • Size: Large
  • Alignment: Chaotic Evil
  • Armor Class: 20 (natural armor)
  • Hit Points: 500 (30d10 + 270)
  • Speed: 50 ft., swim 40 ft.

Ability Scores

STRDEXCONINTWISCHA
30 (+10)18 (+4)28 (+9)14 (+2)26 (+8)22 (+6)

    Saving Throws

    • Strength +18, Dexterity +12, Constitution +17, Wisdom +16, Charisma +14

    Skills

    • Perception +24, Intimidation +22, Insight +16, Stealth +12

    Damage Resistances

    • Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Damage Immunities

    • Poison, Psychic

    Condition Immunities

    • Charmed, Frightened, Paralyzed, Poisoned

    Senses

    • Darkvision 120 ft., Truesight 60 ft., Scent (adv. on checks), Passive Perception 34

    Languages

    • Understands all languages it knew in life but cannot speak

    Legendary Actions

    Ammut can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ammut regains spent legendary actions at the start of her turn.

    • Detect: Ammut makes a Wisdom (Perception) check.
    • Frightening Roar (Costs 2 Actions): Ammut releases a terrifying roar. All creatures within 60 feet that can hear her must succeed on a DC 22 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Consume Soul (Costs 3 Actions): Ammut targets one creature within 30 feet that she can see. The target must succeed on a DC 24 Constitution saving throw or take 55 (10d10) necrotic damage and have its maximum hit points reduced by the amount of damage taken. The target dies if this reduces its maximum hit points to 0.

    Actions

    • Multiattack: Ammut makes three attacks: one with her bite and two with her claws.
    • Bite: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 45 (6d10 + 10) piercing damage plus 27 (6d8) fire damage, and the target is grappled (escape DC 26). Until this grapple ends, the target is restrained.
    • Claw: Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 30 (4d8 + 10) slashing damage.
    • Swallow: Ammut makes one bite attack against a Medium or smaller target she is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained; it takes 66 (12d10) acid damage at the start of Ammut’s turn, and Ammut can only swallow one creature at a time. If Ammut takes 50 damage or more on a single turn from a creature inside her, she must succeed on a DC 24 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of her.

    Reactions

    • Unholy Resilience: When Ammut is hit by a melee attack, she can use her reaction to reduce the damage by half and regain hit points equal to the damage reduced.

    Unique Traits

    • Soul Devourer: When Ammut reduces a creature to 0 hit points, she can consume its soul, gaining temporary hit points equal to the creature’s hit point maximum.
    • Aura of Fear: Creatures within 30 feet of Ammut must succeed on a DC 22 Wisdom saving throw or be frightened while they remain in the aura.
    • Sandwalker: Ammut can move through sand and loose earth as if it were difficult terrain. She leaves no tracks behind and can hide in sand, gaining advantage on Stealth checks made in such environments.

    Magic Items

    • Amulet of the Devourer: A magical amulet worn by Ammut, allowing her to cast the Fear spell once per day and grants her resistance to necrotic damage.

    Regional Effects

    The region surrounding Ammut’s lair has the following effects:

    • Desolate Terrain: The area becomes barren, with vegetation dying and animals fleeing. The ground is covered in sand and glassy deposits from Ammut’s fiery breath.
    • Souls of the Damned: Spirits of those Ammut has devoured roam the area, creating an unsettling atmosphere. Characters who spend too long here must succeed on a DC 18 Wisdom saving throw or suffer from the effects of the Madness table.
    • Phantom Whispers: Creatures within 1 mile of Ammut’s lair hear whispers of their worst fears, causing disadvantage on Wisdom saving throws.
    Ammut 2

    Ammut has the head of a crocodile, the mane and torso of a lion, and the hindquarters of a hippopotamus. The wickedly curved claws on the creature’s forepaws pale in comparison to the danger of its mighty jaws.

    Description

    Ammuts live among the ruins scattered throughout the Egyptian deserts, often lairing in abandoned and lost temples of the gods of Ancient Egypt. When outside their lairs, ammuts bury themselves in sand to await the arrival of a suitable meal.

    Ecology

    An ammut is covered in fur ranging from sandy-colored to dark brown, with shorter fur on its back and legs, and a long mane behind its head that covers its shoulders. Its snout and face are layered in reptilian scales that are usually crusted with sand that has partially fused into glass from the heat of its breath.

    Ammuts never tire, and once an ammut notices a creature that it considers suitable prey, it’s unrelenting— stalking its prey for hundreds of miles if need be before running it down. These terrifying chases generally don’t last long, as the ammut makes use of a high-pitched scream that dazes prey long enough to allow the beast to catch and devour them. If that tactic fails to net the ammut its meal, it can also use its powerful force of will to dominate its prey, using telepathy to convince the victim to approach. Creatures that try to hide from an ammut using illusions soon find those plans foiled, as ammuts can see through illusions cast by even the most powerful mages. The only way to truly escape an ammut once it selects you as its quarry is to confront and defeat the beast.

    Fire burns within the core of an ammut, and the heat generated by an ammut’s inner fires can sometimes fuse the sand it passes through into glassy depressions in the desert floor. The best desert guides can recognize these signs (called “blaze bowls”) and avoid areas in which an ammut might be lurking.

    Ammuts are beastly but cunning creatures that consume souls in an attempt to satisfy their insatiable hungers. Few ammuts exist, and those that do wander the vast deserts of Osirion preying on the souls of any creature they can catch. These creatures prefer the taste of thoroughly evil souls or those who have experienced full and complex lives. Ammuts show disdain for creatures of inferior intelligence, but also tend to leave them alone, as they claim their souls are shallow and flavorless. The rarity of ammuts and their nomadic nature makes it difficult to determine how long they live, or even if they age at all. Ammuts are approximately 20 feet long and 9 feet tall at the shoulder. Their rounded and muscular hindquarters makes them denser than would be expected for their size, and ammuts can weigh up to 10 tons.


    Ammut CR 18

    Source Pathfinder #84: Pyramid of the Sky Pharaoh pg. 82
    XP 153,600
    LE Huge outsider (evil, native)
    Init +10; Senses darkvision 60 ft., scent, tremorsense 60 ft., true seeing; Perception +30
    Aura fear aura (30 ft., DC 29)

    Defense

    AC 34, touch 14, flat-footed 28 (+6 Dex, +20 natural, –2 size)
    hp 290 (20d10+180)
    Fort +21, Ref +20, Will +13
    DR 15/good and slashing; Immune disease, exhaustion, fatigue, fire, poison; Resist acid 10, cold 10, electricity 10; SR 29

    Offense

    Speed 40 ft.
    Melee bite +31 (4d6+19/19–20 plus grab), 2 claws +31 (2d6+13)
    Space 15 ft., Reach 10 ft. (15 ft. with bite)
    Special Attacks breath weapon (30-ft. cone, 14d6 fire damage, Reflex DC 29 half, usable every 1d4 rounds), devour soul, powerful jaw, swallow whole (3d6+13 bludgeoning plus 4d6 fire plus wasting curse, AC 20, 29 hp), wasting curse
    Spell-Like Abilities (CL 14th; concentration +23)
    Constant—detect evildetect gooddetect chaostrue seeing
    3/day—quickened ear-piercing screamUM (DC 20)
    1/day—dominate monster

    Statistics

    Str 36, Dex 22, Con 29, Int 11, Wis 24, Cha 29
    Base Atk +20; CMB +35 (+37 bull rush); CMD 51 (53 vs. bull rush, 55 vs. trip)
    Feats Blind-Fight, Critical Focus, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Lunge, Power Attack, Quicken Spell-Like AbilityB (ear-piercing scream), Staggering Critical
    Skills Climb +24, Intimidate +30, Knowledge (planes) +20, Knowledge (religion) +20, Perception +30, Sense Motive +30, Stealth +21
    Languages Celestial, Infernal; telepathy 100 ft.

    Ecology

    Environment any (Osirion)
    Organization solitary
    Treasure none

    Special Abilities

    Devour Soul (Su) If a creature dies while swallowed whole by an ammut, its soul is consumed along with its body. A creature killed in this way cannot be brought back to life via any effect short of true resurrectionmiracle, or wish, but even these spells require the caster to succeed at a caster level check equal to 10 + the targeted creature’s Hit Dice. If this check fails, the caster can’t attempt to return the targeted creature to life for the next 24 hours (though the caster can try again after this period).

    Powerful Jaw (Ex) An ammut’s bite attack deals 4d6 points of damage plus one and a half times its Strength bonus. In addition, its reach with this attack is 5 feet further than normal and it gains the grab ability when attacking with its bite.

    Swallow Whole (Ex) An ammut can swallow creatures size Large or smaller with this special ability, and can only swallow one creature at a time regardless of the creature’s size. In addition, creatures swallowed by an ammut are subject to its wasting curse.

    Wasting Curse (Su) Swallow whole—contact; save Will DC 29; frequency 1 hour; effect 1d4 Cha drain. A creature whose Charisma score is reduced to 0 by this wasting curse dies; its body is destroyed and it is subject to the ammut’s devour soul ability as if it had died while within the ammut’s gut. The save DC is Charisma-based.

    Habitat & Society

    Ammut
    The Weighing of the Heart from the Book of the Dead of Ani. At left, Ani and his wife Tutu enter the assemblage of gods. At center, Anubis weighs Ani’s heart against the feather of Maat, observed by the goddesses Renenutet and Meshkenet, the god Shay, and Ani’s own ba. At right, the monster Ammut, who will devour Ani’s soul if he is unworthy, awaits the verdict, while the god Thoth prepares to record it. At top are gods acting as judges: Hu and Sia, Hathor, Horus, Isis and Nephthys, Nut, Geb, Tefnut, Shu, Atum, and Ra-Horakhty.

    Ammuts are lone predators, and are so rare their social structures (if any) and method of reproduction are unknown. No live specimen has ever been caught for observation, because the inner fires of the ammut consume the creature’s body quickly upon its death, leaving little to be studied besides ash and brittle glass formed from fused sand. Every so often, a peddler in the markets of Eto or Shiman-Sekh will claim to possess a rare piece of an ammut’s body (such as one of its teeth or an eye) that they try to sell to foreigners and treasure hunters. Most native Osirians know to ignore such claims, but outsiders may be gullible enough to buy the extremely expensive fakes as souvenirs. One of the few things peddled in these markets that actually has a connection to ammuts are pieces of their blaze bowls. Sometimes brave explorers come across one of these glassy depressions, and remain in the area long enough to try to carefully remove the fused sand in one whole piece. More often than not these efforts are fruitless, as the brittle glass often crumbles if mishandled.

    Because ammuts are so rare, the libraries of Egypt contain records of only two-dozen confirmed sightings, though it’s likely that many more encounters ended with no one left to report the event. Osirian scholars have estimated, based more on reports of the telltale blaze bowls than of actual ammuts, that there are perhaps twenty to thirty of the creatures roaming the vast wasteland between the Junira River and the River Nile, though a single sighting near the Ruins of Tumen suggests the ammuts are not confined between those waterways. No record of a peaceful encounter with an ammut exists, suggesting that they have no interest in anything other than feeding on the souls of those who cross their paths.

    The origin of the ammuts is shrouded in mystery, though it’s thought that they descended from a single creature of their kind that was more powerful than all existing ammuts combined. This mythical ammut is sometimes referred to in Ancient Egyptian scrolls where it has the position of judging the souls of the dead—a role already assumed by Pharasma. Because of this conflict, scholars argue about the creatures’ true origin.

    Though it is generally agreed that ammuts migrated to Golarion from another plane long ago, many scholars disagree on the exact planar origin. Some scholars claim that ammuts are perhaps descended from a race of devils, while others claim the lineage stems from the divs. The most logical association of a fiendish origin is rooted in daemonkind. That ammuts are connected with souls and have the ability to utterly consume them certainly lends to this hypothesis.

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