Mammon, Lord Of The Third (CR 25)
AC: 44 (-2 size, +3 Dex, +11 insight, +22 natural), touch 22, flat-footed 41
Hit Dice: 34d8+408 (561 hp); DR: 15/epic good
Fort +31, Ref +22, Will +29
Speed: 40 ft.
Space: 5 ft./15 ft.
Base Attack +34; Grapple +38
Attack: Gargantuan +4 shortspear +50 melee and bite +40 melee and tail slap +40 melee
Full Attack: Gargantuan +4 shortspear +50 melee and bite +40 melee and tail slap +40 melee
Damage: Gargantuan +4 shortspear 2d8+23 plus 1 vile/x3, bite 2d8+6 plus poison, tail slap 2d6+6
Special Attacks/Actions: Constrict 2d6+19, fear aura, improved grab, poison, spell-like abilities, touch of greed
Abilities: Str 36, Dex 17, Con 35, Int 30, Wis 31, Cha 27
Special Qualities: Alternate form, baatezu traits, outsider traits, regeneration 8, SR 37, summon baatezu
Feats: Cleave; Combat Reflexes; Dark Speech; Great Cleave; Improved Initiative; Multiattack~~; Power Attack; Vile Martial Strike (shortspear); Weapon Focus (shortspear)
Skills: Appraise +44, Bluff +42, Concentration +46, Diplomacy +50, Disguise +42, Forgery +44, Hide +29, Intimidate +46, Knowledge (arcana) +44, Knowledge (the planes) +44, Listen +44, Move Silently +37, Profession (bookkeeper) +44, Search +44, Sense Motive +44, Spellcraft +44, and Spot +44
Climate/Terrain: Any land and underground
Treasure/Possessions: Quadruple standard
Book of Vile Darkness
Constrict (Ex): With a successful grapple check, Mammon can crush a grabbed opponent, dealing 2d6+19 points of bludgeoning damage.
Fear Aura (Su): As a free action, Mammon can create an aura of fear in a 20-foot radius. It is otherwise identical with a fear spell (caster level 15th; Will DC 35 negates). If the save is successful, that creature cannot be affected again by his fear aura for 24 hours. Other baatezu are immune to the aura.
Improved Grab (Ex): If Mammon hits a Medium-size or smaller opponent with a tail slap attack, he deals normal damage and attempts to start a grapple as a free action with. out provoking an attack of opportunity (grapple bonus +55). If he hits with the tail slap, he can also constrict in the same round. Mammon has the option to conduct the grapple normally, or simply use his tail to hold the opponent (--20 penalty on grapple check, but Mammon is not considered grappled). In either case, each successful grapple check he makes during successive rounds automatically deals tail slap damage.
Poison (Ex): Mammon delivers his poison (Fortitude save DC 39) with each successful bite attack. The initial and secondary damage is the same (1d6 points of Constitution drain).
Spell-like Abilities: At will -- blasphemy, charm monster, desecrate, detect good, detect magic, discern location, dispel magic, enthrall, fireball, hellfire storm, hold person, magic circle against good, major image, produce flame, see invisibility, suggestion, teleport without error, unholy aura, unhallow, wall of fire; 1/day -- phantasmal thief, symbol (hopelessness), wish. Caster level 20th; save DC 18 + spell level.
Touch of Greed (Su): Any creature that Mammon touches with his hands must make a successful Will save (DC 35) or be overcome with greed. The creature attacks another random creature within 60 feet (possibly Mammon) and attempts to take its valuables as soon as possible. This effect lasts for 1d4 rounds, and it is otherwise treated as a suggestion. Mammon can refrain from using this effect when ever he desires.
Alternate Form (Su): At will, Mammon can take the form of a pit fiend as if using a shapechange spell. This alternate form lasts indefinitely.
Baatezu Traits: Mammon can communicate telepathically with any creature within 100 feet that has a language. In addition, he can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Mammon is immune to fire and poison, and he has acid resistance 20 and cold resistance 20.
Regeneration (Ex): Mammon takes normal damage from holy and blessed weapons of at least +4 enhancement.
Summon Baatezu (Sp): Three times per day, Mammon can automatically summon 4 barbazu or hamatulas. Alternatively, he can attempt to summon 3 cornugons, 2 gelugons, or 1 pit fiend with an 80% chance of success.
Feats: Mammon is unable to use his Multiattack feat in his normal form because he lacks the requisite three natural weapons. He can use it in his pit fiend form.
Possessions: Mammon uses a Gargantuan +4 shortspear.
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).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.
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).
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.
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).