from Book of Vile Darkness

mammonHuge Outsider (Evil, Lawful)

Hit Dice: 34d8+408 (561 hp)

Initiative: +7

Speed: 40 ft.

AC: 44 (-2 size, +3 Dex, +11 insight, +22 natural), touch 22, flat-footed 41

Attacks: Gargantuan +4 shortspear +50/+45/+40/+35 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

Face/Reach: 20 ft. by 5 ft./l5 ft.

Special Attacks: Constrict 2d8+19, fear aura, improved grab, poison, spell-like abilities, touch of greed

Special Qualities: Alternate form, baatezu traits, DR15/+6, outsider traits, regeneration 8, SR 37, summon baatezu

Saves: Fort +31, Ref+22, Will +29

Abilities: Str 36, Dex 17, Con 35, Int 30, Wis 31, Chs 27

Skills: Appraise +44, Bluff +42, Concentration +46, Diplomacy +50, Disguise +42, Forgery +44, Hide +29, Innuendo +48, Intimidate +46, Knowledge (arcana) +44, Knowledge (the planes) +44, Listen +44, Move Silently +37, Profusion (bookkeeper) +44, Search +44, Sense Motive +44, Spellcraft +44, Spot +44

Feats: Cleave, Combat Reflexes, Dark Speech, Great Cleave, Improved Initiative, Multiattack*, Power Attack, Vile Martial Strike (shortspear), Weapon Focus (shortspear)

Climate/Terrain: Any land and underground

Organization: Solitary

Challenge Rating: 25

Treasure: Quadruple standard

Alignment: Lawful evil

Advancement: -


Mammon, the lord of hell's third layer, has long been a power-hungry schemer. He is the epitome of selfishness, greed, and lust.

The archdevil lives m a golden, jewel-encrusted palace that some have claimed looks more like a tomb than a home. Mammon's palace is within the city of Minauros, forever sinking into an endless, fetid swamp.

Mammon's natural form was once that of a bloated pit fiend. Although he can still adopt that form, Asmodeus has altered him so that his natural form is now that of Huge serpent with a muscular humanoid torso, sporting two large arms and a massive humanoid head. Hiss mouth has pointed teeth and two large snake fangs.

Mammon's symbol is a pair of red scaled hands open and looming over a diamond-shaped, black gem.


Mammon uses his size and power to crush his enemies, overwhelming and overcoming them in a straigtforward manner. He enjoys charming foes into thinking he is their ally and then betraying them with a devastating surprise attack.

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 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 without 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 cheek, but Mammon is not considered grappled). In either case, such 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 I8 + spell level.

Touch of Greed (Su): Any crcamrc Lhilt Marnmon 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 it's valuables as soon as possible. This effect lasts for 1d4 rounds, and it is otherwise treated as suggestion. Mammon can refrain from using this effect when he desires.

Alternate Form (Su): At will, Mammon can take form of a pit fiend as if using a ahapechange 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 pet 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.

The Goals of Mammon

Mammon lusts for power-he craves a station and position above the one he currently holds, for he has no affection for Minauros, the layer he currently rules. Once the ally of Dispater and Mephistopheles, he was quick to betray them both at the end of the Reckoning, and thus no archdevil trusts him. To hang onto his current position, it is said that Mammon had to embarrassingly throw himself at Asmodeus's feet. Asmodeus changed Mammon's form, either to punish him or as a sign that Mammon had changed his ways and would not betray Asmodeus again. Currently, Mammon seeks support in the form of cultists, servants, and allies. Although most of the major players in the Nine Hells will not listen to his entreaties, some of the second-tier beings of influence, such as the witch-queen Zbavra have entered into Mammon's court.

The Servants of Mammon

This archdevil has a diabolic army, made up mostly of osyluths and hamatulas, commanded by gelugons. He also commands a small unit of powerful mind flayers that serve as information-gatherers for him. Mammon owns a nightmare with maximum hit points and a pack of larger than normal hellhounds. He takes these creatures with him when he adopts pit fiend form and hunts within his domain.

Zbavra began as a cleric of Hextor, and eventually came to the Nine Hells to serve Hextor directly. However, she got caught up in the politics of hell and soon found that her lust for power and influence got her far in the hierarchy. In fact, she soon found herself one of the most influential mortals in all of hell. Now she has thrown in with Mammon, hoping that an allegiance with an archdevil will get her even farther. She lives in Minauros and attends Mammon's court regularly.

Mammon's Hell Hounds (13): Advanced hell hound; CR 6; Large outsider (evil, fire, lawful): HD 12d8+36: hp 90; Init +4; Spd 40 ft.; AC 16, touch 9, flat-footed 16; Atk +16 melee (2d6+7 plus 1 vile, bite); Face/Reach 5 ft. by 5 ft./10 ft.; SA breath weapon; SQ fire subtype, outsider traits, scent; AL LE; SV Fort +11, Ref +8, Will +8; Str 21, Dex 11, Con 17, Jnt6, Wis 10, Cha 6.

Skills and Feats: Hide +16, Listen +13, Move Silently +20, Search +5, Spot +15*. Wilderness Lore +0; Improved Initiative, Power Attack, Track, Vile Natural Attack.

Breath Weapon (Su): Every 2d4 rounds, a hellhound can breathe a 30-toot cone of fire for ld6+l points of fire damage (Reflex DC 19 half). The fiery breath also ignites any flammable materials within the cone. Hellhounds can use their breath weapons while biting.

Fire Subtype (Ex): A hellhound is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, the creature takes hall damage on a success and double damage on a failure.

Scent (Ex): Hellhounds can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A hellhound receives a +5 racial bonus on Hide and Move Silently checks. It also receives a +8 racial bonus on Spot checks and Wilderness Lore checks when tracking by scent, due to its keen sense of smell.

Zbavra the Witch-Queen: Female human Clr 5/Sor 9/Disciple of Mammon 5; CR 19; Medium-size humanoid; HD 5d8+5 plus 9d4+9 plus 5d6+5; hp 92, Init +3; Spd 30 ft.;

AC 22, touch 16, flat-footed 19; Ark +12/+7/+2 melee (ld4+l/19-20, dagger); SA rebuke undead 8/day; SQ cheat, divert attack, lie, SR 21, steal. summon osyluth; AL LE; SV Fort +9, Ref+11, Will +18; Str 12, Dex 16, Con 12, Int 12, Wis 19, Cha 20.

Skills and Feats: Appraise +7, Bluff+9, Concentration +11, Diplomacy +7, Forgery +9, Gather Information +6, Heal +12, Innuendo +14, Intimidate +13, Knowledge (arcana) +9, Open Lock +11, Pick Pocket +11, Scry +13, Search +5; Combat Casting, Craft Wondrous Item, Disciple of Darkness, Enlarge Spell, Quick Draw, Scribe Scroll, Silent Spell, Skill Focus (Innuendo).

Cheat (Sp): Zbavra can use cheat (caster level 5th) five rimes per day.

Divert Attack (Ex): Three times per day, Zbavra can maneuver events so that an opponent's melee attack meant for her is actually directed at another within the attackers reach. The new target must also be a foe of the attacker. If no such foe is within reach, the maneuver tails.

Lie (Su): Zbavra gains a +4 competence bonus on Bluff checks and SR 16 against spells that reveal falsehood, such as zone of truth and discern lies, even when spell resistance is normally not allowed.

Steal (Sp): Zbavra gains a +4 competence bonus on Pick Pocket and Open Locks checks. Furthermore, once per day she can call a single unattended object weighing no more than 5 pounds to her as if using telekinesis (caster level 5th).

Summon Osyluth (Sp): Zbavra can summon 1 osyluth once per day. This ability functions as a summon monster spell (caster level 15th).

Cleric Spells Prepared (5/5/4/3; save DC 14 + spell level):

0-cure minor wounds, detect magic, mending, resistance, virtue;

1st-bless, cure light wounds, heartache, protection from good*, shield of faith:

2nd-endurance, hold person, shatter*, silent sorrow,

3rd-contagion*, dispel magic, sadism.

*Domain spell. Domains: Destruction (smite for +4 attack and +5 damage, 1/day), Evil (+1 caster level for evil spells)

Sorcerer Spells Known (6/8/7/7/5; save DC 15 + spell level):

0-dancing lights, detect magic, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost;

1st-change self, mage armor, shield, sleep, tongue tendrils

2nd-blur, darkbolt, knock, levitate; 3rd-fly, haste, lightning bolt;

4th -improved invisibility polymorph self.

Possessions: ring of protection +3, bracers of armor +5, amulet of natural armor+1, mantle of spell resistance, wand of stoneskin (40 charges), wand of magic vestment (19 charges), dagger, evil spell components (preserved elf heart, yugoloth brain, and red dragon heart).