THE SHARED REFERENCE Adventurer

Monster

Mammon

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Official reference · CoA · 2014

Creature type
Fiend
Size
Huge
Armor class
18 (natural armor)
Hit points
464 (32d12 + 256)
Speed
Walk 40 ft.
Challenge rating
26
Alignment
Lawful Evil
Strength
28
Dexterity
17
Constitution
26
Intelligence
22
Wisdom
25
Charisma
25
Passive Perception
17
Saving Throws
dex: +11; con: +16; wis: +15; cha: +15
Skills
arcana: +14; deception: +15; insight: +15; intimidation: +23; investigation: +14; persuasion: +23
Senses
darkvision 120 ft., truesight 120 ft.
Languages
Celestial, Common, Draconic, Infernal, telepathy 120 ft.
Resistances
acid, cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
Immunities
fire, poison
Condition Immunities
charmed, poisoned

Traits

Devil's Sight

Magical darkness doesn't impede Mammon's darkvision.

Fiendish Regeneration

Mammon regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Mammon only dies if he starts his turn with 0 hit points and is unable to regenerate.

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.

Actions

Multiattack

Mammon uses Fearful Gaze, then makes four attacks using Tail Swipe, Constrict, or a combination of the two.

Tail Swipe

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 21). While grappled, the creature also has the restrained condition, and Mammon can't make Tail Swipe attacks.

Fearful Gaze

Mammon focuses his gaze in a 90-foot cone in front of him. Each creature of his choice within the cone must make a DC 23 Wisdom saving throw, taking 19 (3d12) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save have the frightened condition until the end of their next turn.

Constrict

Mammon tightens his grip around a creature he has grappled. The target takes 35 (4d12 + 9) bludgeoning damage.

Golden Gaze (Recharge 6)

Mammon attempts to turn one creature he can see within 60 feet of him into solid gold. The target must make a DC 23 Constitution saving throw. On a failed save, the target's flesh begins to harden, and it has the restrained condition. A restrained creature must repeat the saving throw at the end of each turn. If it successfully saves three times, the effect ends. If it fails three times, it turns to gold and now has the petrified condition. Successes and failures don't need to be consecutive.

Reactions

Pain Tax

As a reaction to taking damage, Mammon causes the attacker's valuables to glow red hot. This deals 3 (1d6) fire damage to the attacker for every 100 gold (or equivalent in gems, jewelry, and other coinage) that it currently carries.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Change Form

Mammon changes his form into that of a pit fiend, maintaining his statistics but losing his actions. He gains the actions and mobility of a pit fiend, including its weapon, and maintains his legendary actions and lair actions. Mammon's serpentine abilities can still recharge while he is in pit fiend form. If Mammon is already a pit fiend, this action changes him back into his serpentine form.

Golden Touch (Costs 2 Actions)

Mammon recharges Golden Gaze.

Call Underling (Costs 3 Actions)

Mammon summons an allied horned devil in an unoccupied space that he can see.

Regional effects

The region containing Mammon's lair is corrupted by his presence, which creates the following effect:

  • Rotting Vegetation: Within 3 miles of the lair, the plant life is even more sickly and decayed, and the water is polluted and toxic. A creature that isn't a Fiend that eats or drinks from these sources must succeed on a DC 19 Constitution saving throw or die.

If Mammon dies, the effects fade over the course of 1d10 days.

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