Large Fiend (Devil), Lawful Evil
Armor Class 21 (natural armor)
Hit Points 610 (42d10 + 360)
Speed 60 ft., Climb 30 ft., Swim 60 ft.
STR
28 (+9)
DEX
24 (+7)
CON
26 (+8)
INT
25 (+7)
WIS
24 (+7)
CHA
26 (+8)
Saving Throws STR +17, DEX +15, CON +16, CHA +16
Skills Intimidation +18, Perception +16, Stealth +17
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Acid, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 26
Languages All, Telepathy 480 ft.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Banishment. If Mammon's hit points drop to 0, his body is destroyed but her essence travels back to his castle in Minauros, and is unable to take physical form for a time.

Devil’s Sight. Magical darkness doesn’t impede Mammon's darkvision.

Poison Skin. Any creature within 5 feet of Mammon that hits with a melee attack or touches him in any way, takes 36 (8d8) poison damage, included in attacks.

Innate Spellcasting. Mammon’s innate spellcasting ability is Charisma (spell save DC 26, +14 to hit). He can innately cast the following spells, requiring no material components:

At will: burning hands, chromatic orb (acid), evard’s black tentacles (appear as tar covered humanoids)

3/day each: hold monster, antipathy/sympathy (1 minute casting time), heat metal (9th level, disadvantage if metal is precious)

1/day each: finger of death, power word kill, imprisonment (chain), wall of thorns (9th level, summons spiked chains)

Legendary Resistance (3/Day). If Mammon fails a saving throw, he can choose to succeed instead.

Magic Resistance. Mammon has advantage on saving throws against spells and other magical effects.

Mammon’s Gaze. If a creature starts its turn within 60 feet of Mammon and the two can see each other, Mammon can force the creature to make a DC 25 Wisdom saving throw if Mammon isn’t incapacitated. On a failed save the creature is frightened for 5 (1d10) rounds. Mammon has advantage on attacks against frightened creatures. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Mammon’s gaze of the next 24 hours. A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see Mammon until the start of its next turn, when it can avert its eyes again.

Nose for Business. Mammon is aware of all precious metals and jewels within 1 mile of himself. In addition, he is aware of the type of creature that possesses such items unless they are cloaked in a nondetection spell or similar magic. Mammon cannot be surprised by anything in possession of such an item. Mammon has advantage on persuasion (Wisdom) checks that involve precious metals, jewels, gems, or equipment.

Actions

Multiattack. Mammon makes two melee attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 5ft, one grappled target. Hit: 27 (4d6 + 11) piercing damage, and 40 (12d8) poison damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 28 (5d6 + 11) slashing damage, and 36 (8d8) poison damage.

Spear. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 33 (5d8 + 11) piercing damage and 36 (8d8) acid damage.

Tail Slap. Melee weapon attack. +14 to hit, reach 20 feet, one target. Hit 38 (5d10+11) bludgeoning and 36 (8d8) poison damage and the target must make a DC 27 strength saving throw or be knocked prone or pushed 10 feet, Mammon’s choice.

Constricting Coils. Mammon’s makes a tail slap attack with advantage against one large or smaller prone creature. On a hit the creature is grappled instead of pushed or knocked prone. A grappled target is pulled within Mammon’s space, restrained and takes 38 (5d10+11) bludgeoning and 36 (8d8) poison damage at the start of its turn. Mammon can grapple one creature. He cannot use tail slap and his speed, climb speed, and swim speed are reduced by 10 while he has a creature grappled. If a creature escapes the grapple it is no longer restrained and is pushed to an unoccupied space adjacent to Mammon.

Touch of Greed (recharge 5-6). Melee weapon attack. +14 to hit, reach 5 ft., one target. Hit 22 (4d10) psychic and 36 (8d8) poison damage and the target must make a DC 24 Wisdom save or become obsessed with an object of Mammon’s choice that the target can see for 3 (1d6) rounds. An obsessed creature can only use his or her action to dash in the direction of the object until within 5 feet of it and attack anyone in possession of the object or who is within 5 feet of the object. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the object is subject to the [Tooltip Not Found] spell or curse of mammon, all saving throws are made with disadvantage.

Curse of Mammon (1/day). Mammon causes one object he sees worth at least 5 gold pieces to be cursed. Anyone carrying or having the object on their person must make a DC 27 Wisdom check or believe that everyone he or she can see is trying to steal the item. If Mammon has also cast [Tooltip Not Found] on the item, the save is made with disadvantage. The cursed individual will attack anyone who comes within 5 feet of him or her. At the end of a long rest, a cursed individual can make another saving throw, ending the curse on a success.

Transformation. Mammon magically polymorphs into a large corpulent pit fiend, or back into his true form. His statistics are the same in either form. He reverts to his true form when he drops to 0 hit points.

Summon Devil (2/day). Mammon magically summons one of the following types of devils: 3d6 abishai, 3d6 bearded devils, 2d6 chain devils, 2d4 barbed devils; or (50% chance of success) one of his dukes.

 

Legendary Actions

Mammon 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. If Mammon has unspent legendary actions at the end of the round, his may spend and immediately use his remaining legendary actions. Mammon regains spent legendary actions at the start of his turn.

Attack. Mammon makes a melee attack.

Innate Spellcasting (1/round). Mammon casts a spell.

Teleport. Mammon magically teleports along with anything is carrying up to 60 feet to an unoccupied space his can see.

Ensnare (Costs 2 Action). Mammon makes a constricting coils attack. He can target creatures that are not prone without advantage.

Description

Mammon was a baatezu archdevil and the archduke of Minauros, the third layer of the Nine Hells, and the patron of greed and lust.

Mammon was ruthless, greedy, and lustful. He was able to use words and magic in a cunning way, establishing a friendship before committing an act of betrayal, often violently.

Mammon invited mortals who'd proved themselves loyal to his palace and asked them to attend him. He granted them riches and power, but in exchange for disgusting service and suffering his attentions. He preferred to play with mortals, lulling them into a false sense of security, and enjoyed seeing them surprised when he turned on them.

 

Lair and Lair Actions

Lord of Minauros. Like all of the Nine, Mammon’s title has power and his might is greater while he is in his domain. While on Minauros Mammon is considered CR 30 (155,000XP) and he gains the following attributes:

  • Mammon can use legendary resistance 4/day.

  • Mammon can use 4 legendary actions.

  • Mammon has advantage on all attack rolls.

  • Mammon rolls a critical hit on a natural 19-20.

  • Mammon regains 30 hit points at the start of this turn.

  • Mammon can use domain actions.

Domain Actions:

While anywhere within the plane of Minauros, Mammon can take a domain action as long as he is not incapacitated.

On initiative count 20 (losing initiative ties), Mammon can draw on the infernal power Minauros to take a domain action to cause one of the following effects:

  • Mammon teleports (3/day) to any location within Minauros.
  • Mammon causes acid rain to fall in a 240 foot radius centered on him until initiative count 20 of the next round. Any creature within the area must make a DC 23 Dexterity saving throw at the beginning of its turn, taking 36 (8d8) acid damage on a failed save, or half as much damage on a success. A creature with partial cover makes the save with advantage and a creature with full cover is immune to this effect.
  • Mammon creates an illusion of treasure surrounding him. Anyone making an attack against Mammon must make a DC 23 Wisdom check or treat Mammon as having partial cover; area of effect attacks do not require this check. If he has partial cover (from hiding in a treasure hoard or swimming in a pit of tar), this action gives him total cover.
  • Mammon creates a 20 foot radius pit of boiling tar that appears from a point within 120 feet of him that he can see. Anyone in the area must make a DC 23 Strength (Athletics) check or be restrained in the pit. A creature that starts it turn in the pit takes 36 (8d8) fire damage. The pit is difficult terrain for creatures that are not restrained. A creature can attempt another ability check at the end of each of its turns. Mammon cannot be restrained by the pits and can move freely through them, ignoring the difficult terrain.
Vyzaelyr

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