Sunlight Sensitivity. While in sunlight, the ammut has disadvantage on attack rolls, as well as on Wisdom checks that rely on sight.
Multiattack. The ammut uses Roar of the Damned. It then makes three attacks: one with its bite and two with its claws
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Roar of the Damned. Each creature within 120 feet of the ammut that can hear it must make a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature automatically fails this saving throw if it has an evil alignment. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the ammut's Roar of the Damned for the next 24 hours. While frightened by the ammut this way, the ammut's attacks deal an additional 1d8 damage and deal necrotic damage instead.
Description
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 the 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.
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