Lumbering across the sand, these massive monsters have the head of a crocodile, the body of a lion, and the hind quarters of a hippopotamus.

Large celestial, neutral

Armor Class 17 (natural armor)
Hit Points 172 (15d10 + 90)
Speed 30 ft.

20 (+5) 12 (+1) 23 (+6) 6 (-2) 16 (+3) 12 (+1)

Saving Throws Strength +9, Constitution +10
Skills Perception +11
Damage Resistances cold, radiant
Damage Immunities necrotic
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 21
Languages none
Challenge 9 (5,000 XP)

Special Traits

  • Judging Aura. An undead creature that starts its turn within 10 feet of the ammut must succeed on a DC 16 Charisma saving throw or be stunned until the end of its next turn. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the ammut’s Judging Aura for the next 24 hours.
  • Magic Resistance. The ammut has advantage on saving throws against spells and other magical effects.
  • Prison Belly. The large belly of the ammut magically sustains the life of those trapped inside it. A creature caught in its belly doesn’t need food, water, or air. The ammut can maintain one Medium or smaller creature this way as long as the ammut remains alive.


  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is Large or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the ammut can’t bite another target.
  • Swallow. The ammut makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained and it has total cover against attacks and other effects outside the ammut. An ammut can only have one Medium or smaller creature swallowed at a time. If the ammut takes 30 damage or more on a single turn from the swallowed creature, the ammut must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the ammut. If the ammut dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
  • Ghost Breath (1/day). The ammut inhales the tortured spirits of undead within 30 feet. Each undead creature of CR 1 and lower in the area is automatically destroyed. All other undead must succeed on a DC 17 Wisdom saving throw or be incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Absorb Spirit (1/day). The ammut attempts to absorb the spirit of a dead or undead creature in its belly. The creature must succeed on a DC 16 Wisdom saving throw or be absorbed by the ammut. A creature absorbed this way is destroyed and can’t be reanimated, though it can be restored to life by powerful magic, such as a resurrection spell. The ammut regains hp equal to the absorbed creature’s hp maximum.


Touched by Radiance. Known as “devourers of the dead,” ammut are said to have descended from a deity whose domain included the judgment of souls. The monsters have maintained a small portion of this heritage, and their blood is valued by alchemists for use in potent healing draughts.

Bane of the Undead. Ammut are known to devour the walking dead, often swallowing them whole. The undead persist in the belly of the creature and are eventually absorbed by the ammut, setting the souls of the dead to permanent rest. It is said that powerful priests from distant sand-bound empires ride ammut into battle against undead armies.

Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.

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