b'Ammut \n'b' 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. \n'b'  Large   celestial ,  neutral  \n'b'  Armor Class  17 (natural armor)  Hit Points  172 (15d10 + 90)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  12 (+1)  CON:  23 (+6)  INT:  6 (-2)  WIS:  16 (+3)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     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) \n'b' Special Traits \n'b'   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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the ammut\xe2\x80\x99s Judging Aura for the next 24 hours. \n'b'  Magic Resistance . The ammut has advantage on saving throws against spells and other magical effects. \n'b'  Prison Belly . The large belly of the ammut magically sustains the life of those trapped inside it. A creature caught in its belly doesn\xe2\x80\x99t need food, water, or air. The ammut can maintain one Medium or smaller creature this way as long as the ammut remains alive. \n'b'  Actions \n'b'   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\xe2\x80\x99t bite another target. \n'b'  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 . \n'b'  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. \n'b'  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\xe2\x80\x99t 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\xe2\x80\x99s  hp  maximum. \n'b'  About \n'b'  Touched by Radiance . Known as \xe2\x80\x9cdevourers of the dead,\xe2\x80\x9d 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. \n'b'  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.'