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Mammon
- STR
- 28 (+9)
- DEX
- 17 (+3)
- CON
- 26 (+8)
- INT
- 22 (+6)
- WIS
- 25 (+7)
- CHA
- 25 (+7)
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.
Actions
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.
Reactions
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 Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.
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.
Lair Actions
On initiative count 20 (losing initiative ties), Mammon can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:
- Greedy.
A creature of Mammon's choice automatically fails their next saving throw.
- Attack.
The archdevil uses one of their available melee or ranged attacks against a single foe.
- Cast a Spell.
The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires concentration, it lasts for the full duration instead.
- Deceitful Whispers.
The archdevil whispers to a creature they can see within 30 feet. The target must make a DC 22 Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil.
- Fiendish Fortitude.
The archdevil recharges one of their expended abilities.
- Frenzy.
The archdevil casts Haste on themself. The effect ends at initiative count 20 of the next round.
- Summon Underlings.
The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The Summoned Underlings table shows which devils each archdevil can summon.
- Teleport.
The archdevil teleports themself to an area they can see within 120 feet.
- Trap.
The archdevil casts the Hold Monster spell.
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.
Find this creature in the encounter builder

Source: Chains of Asmodeus, p. 230 - Licenses and attribution