Ammit
Ammit — The Encounter
Devourer of the unworthy dead, crocodile-jawed and lion-maned · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Ammit
When a soul is weighed against the feather of Ma'at and found heavy with sin, it is Ammit who waits beside the scales. The Devourer does not rage; it simply eats, and what it eats is unmade utterly, denied the long journey to the fields beyond. Priests carved its likeness on the threshold of every tomb so that grave-robbers and oathbreakers would feel its breath at their backs. Part crocodile, part lion, part river-horse, it was assembled by the old gods from everything a mortal fears in the dark water and the tall grass. It guards what the dead carried into the earth, and it is never bribed, for it has no use for gold save as bait. Those who flee it die tired; those who beg it die first. To stand against Ammit is to argue your innocence to a mouth that has already decided. The scales tip. The jaws open.
Run Ammit in Sixty Seconds
- Grapple is the whole plan. Ammit bites to grab and restrain, then Devour each turn does the real damage — keep one victim locked rather than spreading attacks.
- Kill-priority: it eats the back line. It sprints (40 ft.) straight past the front rank for the healer or caster; bodyblock the lane or it grapples them turn one.
- When bloodied, it gets meaner, not scared. Ammit is immune to frightened and gains advantage on anyone who has fled it — running away feeds the Devourer.
- Three ways to run it: (1) tomb-guardian ambush from the treasure pit; (2) the enforcer that pins a PC while a bigger boss commands; (3) a roaming judgment that hunts the most wounded character across the dungeon.
- Free the grappled ally fast. Escape DC is 15 — but anyone stepping in eats Snapping Tail and may be knocked prone; coordinate the rescue or lose two turns.
Ammit
Large monstrosity, lawful evil
CR 6 · 2,300 XP · GUIDELINEWeight of Judgment. Ammit senses guilt and fear. It has advantage on attack rolls against any creature that is frightened or has used a feature to flee, retreat, or take the Dash action away from it since the start of Ammit's last turn.
Hold the Devoured. A creature grappled by Ammit's bite is also restrained, and Ammit has advantage on its bite attack against that creature.
Actions
Multiattack. Ammit makes one Bite attack and two Claw attacks. If it bites the same creature it grappled at the start of its turn, it may instead use Devour.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15).
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
Devour. Ammit savages a creature it has grappled. The target takes 22 (4d8+5) piercing damage and must succeed on a DC 14 Constitution saving throw or be reduced to half speed and have disadvantage on attack rolls until the end of its next turn as Ammit's jaws crush the breath from it.
Bonus Actions & Reactions
Snapping Tail. When a creature Ammit can see ends its movement within 10 ft. of it, Ammit can use its reaction to lash its spiked tail at that creature: +7 to hit, 9 (1d8+5) bludgeoning damage and the target must succeed on a DC 13 Strength save or be knocked prone.
A horror sculpted from the parts of the Nile's three deadliest predators: crocodile maw, lion's mane and forequarters, hippo-thick hindquarters, hunched possessively over a tomb's treasure amid licking funeral flames.
Ammit, Bound
Companion · acts on your initiative
Bound · GUIDELINEScent of the Guilty (signature). The jackal automatically knows the location of any creature within 30 ft. that is frightened or below half its hit points, even through total cover.
Actions
Rending Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage, and the target can't regain hit points until the end of its next turn.
Reactions
Pack the Kill. When an ally within 10 ft. hits a creature the jackal can see, the jackal can move up to half its speed toward that creature without provoking opportunity attacks.
A lean, black-furred guardian that pads the tomb corridors beside the Devourer, marking the unworthy so its master never hunts blind.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by biting and grappling the softest target, then Devour it on the following turn to terrify the party. Use Snapping Tail to prone anyone who tries to walk past it. Kill-priority is whoever heals or flees; pair it with a mummy or cult leader as the muscle, not the brain.
Open by bursting from the treasure-pit to bite-and-grapple the back-line caster, then lock the grapple and grind them with Devour every round. Snapping Tail punishes anyone clustering to free the grappled ally. This is the enforcer that pins a victim while a bigger boss (a god-priest or sphinx) controls the fight.
Open against a single high-value target you intend to remove from the fight: bite, grapple-restrain, and Devour until they break. Weight of Judgment gives it advantage on anyone who has fled, so it snowballs once the party panics. Run it as the lockdown jaws beside a legendary flagship; it eats one PC's action economy while the boss does the rest.
Put Ammit on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Ammit?
Natively CR 6 (Tier 2, ~2,300 XP) as a Large monstrosity built to lock down one target. The sheet also scales to CR 2 (levels 1-4) and roughly CR 11 (levels 11-15) using identical traits with shifted numbers — pick the row matching your party.
Can Ammit be a companion or ally?
Not as a player companion — it is an enforcer adversary, not solo_capable, meant to pair with a bigger flagship boss. If you want an allied piece on the table, use the bundled Bast-Sworn Tomb Jackal instead, which sniffs out the guilty and the wounded.
How do I keep Ammit from feeling like a single boring grapple?
Lean on Devour's debuff and Snapping Tail's reaction so every round threatens both the grabbed victim and the would-be rescuers. Give it terrain — a treasure pit, funeral flames, narrow tomb halls — so the party can't simply surround and free their ally.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
The Legend
In Your Campaign
Source Mythology: Ammit draws from ancient mythological traditions, bringing legendary power to your tabletop.
Encounter Design: Use Ammit as a divine patron, a mythic boss encounter, or the centerpiece of a mythology-themed campaign arc. The model's dynamic pose creates immediate dramatic tension at the table.
Campaign Hooks: An ancient temple awakens. A prophecy names Ammit as either savior or destroyer. A cult seeks to summon or bind this mythological power for mortal purposes.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
Frequently Asked Questions
What scale is the Ammit miniature available in?
Ammit is available in 32mm (tabletop standard) and 75mm (display/collector scale). Both scale files are included with presupported and unsupported STL options.
Is the Ammit STL file presupported?
Yes. Every Clay Cyanide miniature includes presupported STL files optimized for resin printing at 0.05mm layer height, plus unsupported files for custom support placement.
Can I use Ammit in my D&D or tabletop RPG campaign?
Absolutely. Ammit is designed for tabletop gaming at 32mm scale, fitting standard grid-based combat systems. The dynamic pose and detailed sculpt create memorable encounters and character moments.
Played Ammit at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.
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