Ammut
Climate/Terrain: | Underground | ![]() |
Frequency: | Very rare | |
Organization: | Clan | |
Activity Cycle: | Night | |
Diet: | Carnivore | |
Intelligence: | Average (8-10) | |
Treasure: | A | |
Alignment: | Neutral Evil | |
No. Appearing: | 1-12 | |
Armor Class: | 3 | |
Movement: | 9, Sw 12, Br 3 | |
Hit Dice: | 6 | |
THAC0: | 15 | |
No. of Attacks: | 1 or 2 | |
Damage/Attack: | 2-16 or 1-8/1-8 | |
Special Attacks: | Swallow whole, roar | |
Special Defenses: | Nil | |
Magic Resistance: | Nil | |
Size: | L (12' long) | |
Morale: | Elite (14) | |
XP Value: | 650 |
Combat: The ammut can attack either with their vicious bite for 2d8 or with two sets of raking claws for 1d8 each. If they bite, their gaping jaws may be unhinged, allowing them to swallow smaller than man-sized creatures on a natural roll of 20. This 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 to inflict double damage at a -4 penalty to hit with small, thrusting weapons such as knives or daggers.
In addition to their physical attacks, ammut can roar deafeningly once per turn. All creatures within 20' must make a saving throw vs. poison or be deafened for 1d10 rounds. The ammut can undertake no other action during the round it roars. Ammut are equally at home fighting on land or in water and suffer no penalties to attacks when underwater. Their acute senses of smell and hearing allow them to attack normally in the dark as well, but they must make a morale check and suffer a -2 attack roll penalty when exposed to sunlight or other bright light. A continual light spell is irritating to them, but will not force a morale check. However, they do attack at -1 to hit when in the spell's area of effect.
Ammut can see and attack creatures on the Ethereal Plane, usually hama and other spirits on their way to the afterlife. They can detect evil at will.
Habitat/Society: The ammut are a reclusive race and generally avoid all living creatures. They settle in caverns, fissures, and tunnels under desert oases and near underground rivers. In addition, they often congregate in or near evil cities and necropoli where the spirits they pursue are common. They are lazy and gluttonous creatures, always willing to gorge themselves. When not feeding, they often dig tunnels, underwater grottos, and passages into tombs and burial grounds.
Females are the hereditary rulers among the ammut, and their word is usually obeyed, if somewhat grudgingly. Rulership is as much a function of size and strength as wisdom and cunning; revolts and power struggles over rich feeding grounds are common, though they are kept hidden underground. Females generally force male ammut to do most of the burrowing for new hunting grounds and breeding sites, as they are too lazy to do it themselves.
The roaring of the ammut can be heard for miles underground, giving rise to legends of angry earth spirits and passageways to the land of the dead in human settlements near the ammutTs lairs. The ammut roar when mating or when staking out territory as well as in combat, so their noises can be heard even under normal circumstances. They seem to enjoy their ability to make noise, and sometimes roar just for the joy of it. Few underground creatures hunt the ammut, as their flesh is oily and has the taint of decay about it.
The ammut have lived underground since ancient times and cannot stand the sun, though they do infrequently come to the surface by night.
Ecology: Ammut eat the spirits of the evil and the damned. The spirit form or hama of wicked people is always either a weak flier like a rooster or parrot or entirely unable to fly, like an emu or a bird with clipped feathers. Ammut can eat material creatures, but they gain no nourishment from them and tend to simply play with their kills, worrying at them and tossing them back and forth until some other underground scavenger manages to carry them off. However, they will kill evil men to provide themselves with food.
Ammut Climate/Terrain: Any underground
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
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)
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.