Ammut
Large Magical Beast

Hit Dice: 6d10 + 18 (51 hit points)
Initiative: +1 (Dex)
Speed: 20 ft, Swim 30, Burrow 10
AC: 17 (-1 size, +1 Dex, +7 natural)
Attacks: Bite +10 melee and 2 Claws +5 melee
Damage: Bite 2d6+5; Claw 2d4 +2
Face/Reach: 5 ft by 10 ft/ 5 ft
Special Attacks: Swallow Whole, Roar, Ghost Touch
Special Qualities: Dark Vision 60 ft, Low-light Vision, Scent, Hama Sight
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 20, Dex 13, Con 17 , Int 10, Wis 13, Cha 14
Skills: Climb +14, Move Silently +10, Intimidate +4
Feats: Alertness

Climate/Terrain: Any  underground
Organization: Solitary, Clan (1d12), or  Settlement (2d20)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 7-15 HD (Huge); 16-18 HD (Gargantuan)

The legendary witness at the judging of the dead, the ammut consume the damned. An ammut resembles a cross between a crocodile, a lioness, and a hippopotamus in mannish form.  They have the tail and scaly legs of a crocodile, the tubby belly and thick neck of a hippo,  and the sleek arms and head of a humanoid lioness.  They are fat, bloated animals, and they are completely oblivious to their surroundings when feeding on wicked souls.  Few creatures hunt the ammut because their flesh is oily and has the taint of decay about it.

A reclusive race, the ammut generally avoid living critters.  They settle in caverns, fissures, and tunnels under desert oasis and near underground rivers.  They also congregate in or near evil cities and necropoli where the spirits they pursue are common.  They often burrow into tombs and burial grounds.  The females are the hereditary rulers among the ammut, and their word is usually obeyed.  Rulership is as much a function of size and strength as wisdom and cunning (the ruling calipha of an ammut settlement is usually a 16 to 18 HD gargantuan female); revolts and power struggles over rich feeding grounds are common.  Females generally force male ammut to do most of the burrowing for new hunting grounds and breeding sites.

Ammut eat the spirits of the evil and the damned.  The spirit form or hama of wicked people is always either a week flier (such as a rooster or parrot) or completely unable to fly (like an emu or a bird with clipped feathers).  Ammut can eat corporeal creatures but they gain no nourishment from them, so they tend to just play with their kills.  They often kill evil men to provide themselves with food (when the evil spirit is released).

Combat
An ammut attacks with tooth and nail.

Swallow Whole (Ex): If an ammut hits with a critical bite attack, their gaping jaws may unhinge, allowing them to swallow creatures one size or more smaller than themselves  (Ammut with more than 10 hit dice often take the Improved Critical (bite) feat).  The process is slow and requires 1d4 rounds to complete.  During this time, the creature being swallowed is slowly forced into the ammut's gullet with its jaws and hands.  Creatures being swallowed may attack (-4 penalty to attack bonus, but all hits are considered critical) with small piercing weapons during this process.

Roar (Su): Ammut can roar deafeningly once every ten rounds.  All creatures within 20' must make a Fort save (DC 16) or be deafened for 1d10 rounds.  This is equivalent to a Full Attack Action.  The roaring of ammuts can be heard for miles underground, giving rise to legends of angry earth spirits and passageways to the land of the dead.  The ammut roar when mating or when staking out territory, as well as in combat.  The ammut seem to enjoy making noise, so sometimes they roar just for the sheer joy of it.

Ghost Touch (Su): Ammut deal damage normally against incorporeal creatures, and an incorporeal creature's 50% chance to avoid damage does not apply to an ammut's attacks.  An ammut's attacks on an incorporeal creature are considered to be magical enough to overcome any applicable damage reduction.

Hama Sight (Su): Ammut can detect evil when viewing creatures, and they can see ethereal creatures and objects.  This is a constant ability.

 

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