Aspect of Mammon (CR 21)

Huge Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment:
Initiative: +6(+2 Dex, +4 Improved Initiative); Senses: see in darkness, Listen +40, and Spot +40
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft.


AC: 41 (-2 size, +2 Dex, +22 natural, +4 armor, +5 deflection), touch 15, flat-footed 39
Hit Dice: 28d8+308 (434 hp); DR: 20/good and silver
Fort +27, Ref +20, Will +25
Speed: 40 ft.
Space: 15 ft.; Reach 15 ft.
Base Attack +28; Grapple +48
Attack: Melee: +4 unholy cold iron shortspear +42/+37/+32/+27 and and bite +35 and tail +35
Full Attack: Melee touch +40 and bite +35 and tail +35
Damage: +4 unholy cold iron shortspear 2d6+16 plus 2d6 against good creatures, bite (2d6+6 plus poison), tail 2d6+6
Special Attacks/Actions: alternate form, Dark Speech, Dilate Aura, summon baatezu, touch of greed
Attack Options: Combat Expertise, Combat Reflexes, constrict 2d6+18, improved grab, poison (injury, DC 35, 1d6 Con drain/1d6 Con drain)
Abilities: Str 34, Dex 15, Con 33, Int 28, Wis 29, Cha 25
Special Abilities: Aura: fear aura (20 ft., DC 31) constrict, improved grab, poison, spell-like abilities, summon baatezu, touch of greed
Special Qualities: regeneration 6; Immunities: fire, poison; Resist acid 10, cold 10; SR 34
Feats: Combat Expertise, Combat Reflexes, Dark Speech, Dilate Aura, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Negotiator, Spring Attack ,
Skills: Appraise +40, Bluff +38, Concentration +42, Diplomacy +44, Disguise +38 (+40 acting), Forgery +40, Hide+25, Intimidate +40, Knowledge (arcana) +40, Knowledge (the planes) +40, Listen +40, Move Silently +33, Profession (bookkeeper) +40, Search +40, Sense Motive +42, Spellcraft +42, Spot +40, and Survival +9 (+11 on other planes or to follow tracks)
Advancement:
Climate/Terrain: Minauros (3rd Layer of Hell)
Organization:
Treasure:

Source: Fiendish Codex II

Spell-Like Abilities (CL 20th): At will - charm monster (DC 21), discern location, enthrall (DC 19), fireball (DC 20), greater teleport, major image (DC 21), see invisibility, suggestion (DC 20); 3/day - hold monster (DC 22), phantasmal thief, unholy aura (DC 25) 1/day - weird (DC 26).

Possessions: combat gear (oil of invisibility, potion of greater magic fang (CL 20th), potion of haste) plus +4 unholy cold iron shortspear, ring of protection +5, bracers of armor +4.

Alternate Form (Su): At will, Mammon can assume a pit fiend form as a standard action. This ability functions like a polymorph spell cast on himself as a 20th-level caster, except Mammon does not regain hit points for changing form and can only assume the form of a pit fiend. Mammon can remain in pit fiend form until he chooses to return to his natural form.

Constrict (Ex): Mammon deals 2d6+18 points of damage with a successful grapple check, in addition to damage from his tail attack.

Fear Aura (Su): At the end of each of Mammon's turns, creatures within 20 feet of him must succeed on DC 31 Will saves or be panicked for 10 rounds. The save DC is Charisma-based.

A creature that successfully saves cannot be affected by Mammon's aura for 24 hours.

Improved Grab (Ex): To use this ability, Mammon must hit an opponent of up to Medium size with a tail attack. He can then attempt to start a grapple as a free action without provoking attacks of opportunity. If he wins the grapple check, he establishes a hold and can constrict.

Poison (Ex): Injury, Fortitude DC 35, ld6 Con drain/ld6 Con drain. The save DC is Constitution-based.

Regeneration (Ex): Good weapons, and spells and effects with the good descriptor, deal normal damage to Mammon. If Mammon loses a limb or body part, the lost portion regrows in 1d6 minutes. Mammon can reattach the severed member instantly by holding it to the stump.

Summon Baatezu (Sp): Three times per day, Mammon can automatically summon four barbazu or hamatulas, or can attempt to summon 3 cornugons, 2 gelugons, or 1 pit fiend with an 80% chance of success. This ability is the equivalent of a 9th-level spell (CL 20th).

Touch of Greed (Su): At will, Mammon can make a touch attack. Any creature struck must succeed on a DC 31 Will save or be forced to attack a random creature within 60 feet and attempt to steal its valuables as soon as possible. This effect lasts 1d4 rounds. Mammon can suppress or resume his touch of greed ability as a free action.

Baatezu Subtype

Many devils belong to the race of evil outsiders known as the baatezu.

Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).