Multiattack. Ammit makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 7) piercing damage plus 9 (2d8) necrotic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 7) slashing damage.
Soul Devour (Recharge 5-6). Ammit targets one creature she can see within 30 feet of her. The target must make a DC 17 Constitution saving throw. On a failed save, the creature takes 54 (12d8) necrotic damage, or half as much on a successful one. If this damage reduces the target to 0 hit points, Ammit devours its soul, and the creature can only be revived by a wish spell.
Frightful Presence. Each creature of Ammit's choice within 60 feet of her and aware of her must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, with disadvantage if Ammit is within line of sight, ending the effect on itself on a success.
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Ammit 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. Ammit regains spent legendary actions at the start of her turn.
Attack. Ammit makes one claw attack.
Move. Ammit moves up to her speed without provoking opportunity attacks.
Tail Swipe (Costs 2 Actions). Ammit makes a tail attack. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Ammit, known as the Devourer of the Dead, is a fearsome monstrosity combining the features of a lion, a hippopotamus, and a crocodile. She lurks in the depths of the Underworld, awaiting the arrival of souls to judge. Her insatiable hunger for corrupted souls makes her a terrifying adversary, her presence radiating dread and despair.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Ammit takes a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:
- Dark Waters. Ammit causes dark, necrotic water to fill a 20-foot radius centered on a point she can see within 120 feet. Each creature in that area must succeed on a DC 17 Constitution saving throw or take 14 (4d6) necrotic damage and be unable to regain hit points until the start of their next turn.
- Terrifying Roar. Ammit lets out a terrifying roar. Each creature of her choice within 60 feet must succeed on a DC 17 Wisdom saving throw or be frightened until the end of their next turn.
- Necrotic Breath. Ammit exhales a cloud of necrotic energy in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
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