20 (natural armor)
378 (28d12+196)
walk 50 ft.
Dex +9, Int +14, Wis +13, Cha +16
Deception +16, Insight +13, Perception +13, Persuasion +16
cold
fire, poison; bludgeoning, piercing, and slashing from weapons that aren't silvered
charmed, exhaustion, frightened, poisoned
truesight 120 ft.
all, telepathy 120 ft.
25
Mammon's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components: • At will: charm person, detect magic, dispel magic, fabricate (Mammon can create valuable objects), heat metal, magic aura • 3/Day each: animate objects, counterspell, creation, instant summons, legend lore, teleport • 1/Day each: imprisonment (minimus containment only, inside gems), sunburst
If Mammon fails a saving throw, he can choose to succeed instead.
Mammon has advantage on saving throws against spells and other magical effects.
Mammon's weapon attacks are magical.
On initiative count 20 (losing initiative ties), Mammon takes a lair action to cause one of the following effects; Mammon can't use the same effect two rounds in a row: • Mammon infuses a pile of treasure in his lair with life. It becomes an earth elemental made of precious metals and gems. The elemental acts immediately and lasts until destroyed or until Mammon uses this action again. • Stacked piles of treasure shift and slide, collapsing onto a creature Mammon can see. The creature is restrained until initiative count 20 on the following round, or until it or an adjacent ally uses an action to make a successful DC 18 Strength check to free it. • Mammon magically teleports from one area of treasure to another within 150 feet.
The region containing Mammon's lair is warped by the archdevil's magic, which creates one or more of the following effects • Treasure in the possession of creatures other than Mammon turns to worthless materials such as lead, wood, or gravel, after spending 24 hours within 1 mile of the lair. The resulting junk resumes its valuable form when Mammon claims it, or by means of a wish spell or comparable magic. • Creatures that spend more than 1 hour within 1 mile of Mammon's lair become obsessed with gaining the most generous payment or portion of wealth in any dealing unless they succeed on a DC 18 Wisdom saving throw. A creature that saves successfully is immune to this effect for 24 hours. The effect can be removed by a greater restoration spell or comparable magic. • Any naturally occurring treasure in Mammon's home plane reverts to worthless junk if removed from the plane. Similarly, any mundane item left behind transforms into something fantastically valuable, as long as it remains on the plane. If Mammon dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
Mammon makes three attacks.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage
Ranged Weapon Attack: +14 to hit, range 40/120 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 18 (4d8) fire damage.
Mammon can use this ability as a bonus action immediately after hitting a creature with his purse attack. The creature must make a DC 24 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified by being turned to solid gold. Otherwise, a creature that fails the saving throw is restrained. A restrained creature repeats the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature receives a greater restoration spell or comparable magic.
Only one legendary action option can be used at a time and only at the end of another creature's turn. Mammon regains spent legendary actions at the start of his turn.
Mammon makes one purse or molten coins attack.
Mammon casts gold and jewels into a 5-foot radius within 60 feet. One creature within 60 feet of the treasure that can see it must make a DC 24 Wisdom saving throw. On a failure, the creature must use its reaction to move its speed toward the trinkets, which vanish at the end of the turn.
Mammon recharges his Your Weight In Gold ability.
18 (natural armor)
464 (32d12 + 256)
40 ft.
Dex +11, Con +16, Wis +15, Cha +15
Arcana +14, Deception +15, Insight +15, Intimidation +23, Investigation +14, Persuasion +23
acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
fire, poison
charmed, poisoned
darkvision 120 ft., truesight 120 ft.
Celestial, Common, Draconic, Infernal, telepathy 120 ft.
26
+8
Magical darkness doesn't impede Mammon's darkvision.
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.
If Mammon fails a saving throw, he can choose to succeed instead.
Mammon has advantage on saving throws against spells and other magical effects.
Mammon uses Fearful Gaze, then makes four attacks using Tail Swipe, Constrict, or a combination of the two.
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.
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.
Mammon tightens his grip around a creature he has grappled. The target takes 35 (4d12 + 9) bludgeoning damage.
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.
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. Mammon regains spent legendary actions at the start of his turn.
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.
Mammon recharges Golden Gaze.
Mammon summons an allied horned devil in an unoccupied space that he can see.