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<blockquote data-quote="RAGNAROKISCOMING2007" data-source="post: 3928234" data-attributes="member: 50701"><p><strong>Mammon, Lord of the Third</strong></p><p><strong>Huge Outsider (baatezu, evil, extraplanar, lawful)</strong></p><p><strong>Symbol:</strong> Mammon’s clawed hand overflowing with gold coins</p><p><strong>Cosmic Rank:</strong>13 (16 in Minarous) </p><p><strong>HD:</strong> 71d8 + 1,349 + 220 (2,137 hp)</p><p><strong>Initiative:</strong> +15</p><p><strong>Speed:</strong> 90 ft.</p><p><strong>AC: </strong> 80 (+15 deflection, +7 Dex, +50 natural, -2 size) touch 30, flat-footed 63</p><p><strong>BAB/ Grapple: </strong> +71/+101</p><p><strong>Attack: </strong> <em>+7 keen, mighty cleaving, unholy power, vile, huge longspear, Avarice </em>+102 melee (3d6 + 48 + 3d6 unholy, +1 vile/19-20/x3), or bite + 91 melee (2d6 + 22 plus poison), or touch +91 melee (greed)</p><p><strong>Full attack:</strong> <em>+7 keen, mighty cleaving, unholy power, vile, huge longspear, Avarice </em>+102 melee (3d6 + 48 + 3d6 unholy, +1 vile/19-20/x3), and bite + 91 melee (2d6 + 22 plus poison), and tail +86 melee (2d6 + 11), or touch +91 melee (greed)</p><p><strong>Space/reach:</strong> 15ft./ 15ft.</p><p><strong>Special attacks:</strong> Alternate Form, Constrict, Fear, Gold Rush, Hellfire of Mammon, Improved Grab, Might of the Greedy Lord, Pitiful Mammon, Poison, Spell-Like Abilities, Summon Baatezu, Summon Dragon, Touch of Greed</p><p><strong>Special qualities:</strong> DR 40/Epic Good and Silver, DR 20/-, Energy Resistance to Acid 40, Cold 40, Sonic 40, Gold Scales, Immunity to Fire and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Mind- Affecting Effects, Petrification, Polymorphing, and, Regeneration 25, See in Darkness, SR 71, Telepathy 1000 ft., 75% chance of Spell Turning</p><p><strong>Saves:</strong> Fort +62, Ref +50, Will +50</p><p><strong>Abilities:</strong> Str 55, Dex 25, Con 48, Int 36, Wis 36, Cha 40</p><p><strong>Skills:</strong> Appraise +87, Bluff +102, Concentration +93, Diplomacy +91, Disable Device +15, Disguise +89 (91 when acting), Escape Artist +81, Forgery +87, Hide +73, Intimidate +89, Knowledge (arcana) +87, Knowledge (the planes) +87, Listen +87, Move Silently +81, Open Lock +83, Profession (bookkeeper) +87, Search +87, Sense Motive +89, Sleight of Hand +83, Spellcraft +87, Spot +87, Survival +87 (89 when following tracks), Use Rope +83</p><p><strong>Feats:</strong> Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Deft Hands, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (longspear), Greater Weapon Specialization (longspear), Improved Bull Rush, Improved Disarm, Improved Feint, Improved Initiative, Improved Overrun, Improved Trip, Lightning Reflexes, Mobility, Negotiator, Nimble Fingers, Power Attack, Skill Focus (Bluff), Spring Attack, Weapon Focus (longspear), Weapon Specialization (longspear), Whirlwind Attack</p><p><strong>Epic Feats:</strong> Epic Fortitude, Epic Reflexes, Epic Skill Focus (Bluff), Epic Toughness (x11), Epic Weapon Focus (longspear), Epic Weapon Specialization (longspear), Improved Combat Expertise, Superior Initiative</p><p><strong>Environment:</strong> Minarous (9 Hells of Baator)</p><p><strong>Organization:</strong> Solitary (unique) or group (Mammon, 4 advanced pit fiends (40 HD), and 1 advanced blue great wyrm blue dragon (50 HD)</p><p><strong>CR:</strong> 58</p><p><strong>Treasure:</strong> Quintuple Standard, Avarice</p><p><strong>Alignment:</strong> Lawful Evil</p><p></p><p>(flavor coming)</p><p></p><p><strong>Combat:</strong> Mammon will always start off by determining which creature has the most valuable stuff. Once finished, he’ll use his Gold Rush ability on them, followed by <em>phantasmal thief</em> to steal his victims stuff. He then proceeds to activate his Might of the Greedy Lord ability against all who he engages in melee. Mammon mostly stays in melee combat with his foes. He is no fool and knows when to pull out. When victory is near for Mammon, he’ll use his Hellfire ability to finish off his foes and turn them into golden statues. However, if he’s losing he’ll summon creatures for help before teleporting away with what he has stolen.</p><p></p><p><strong>Alternate Form (Sp): </strong> At will, Mammon can <em>shapechange</em> into a bloated, golden-scaled pit fiend, which is his true form. This alternate form lasts indefinitely.</p><p></p><p><strong>Constrict (Ex): </strong> Whenever Mammon establishes a hold with his tail, he deals 4d6 + 44 points of bludgeoning damage.</p><p></p><p><strong>Fear (Su): </strong> Mammon can radiate a fear aura, as a free action, which has a range of a 100 ft. radius. Any non-baatezu within range must succeed a Will save DC 65 or be affected as if by a <em>fear[/] spell (CL 71). If the creature successfully saves, it cannot be affected by the same aura for 24 hours. DC is Cha-based.</em></p><p><em></em></p><p><em><strong>Gold Rush (Ex):</strong> So strong is Mammon’s greed, that whenever he charges at an opponents with valuable equipment, he deals three times the normal damage. Thus, when Mammon charges at an opponent, with equipment worth at least a total of 80,000,000 gp,</em></p><p><em>he deals 9d6 + 144 points of damage plus the bonus from the Might of the Greedy Lord ability. A Fortitude save DC 77 must be made. Failure indicates the creature is killed and torn asunder by Mammon’s jagged spear. Only a <em>true resurrection</em> spell of at least 50th level can raise the creature. If the creature succeeds their save, they are automatically knocked down and unconscious for 3d6 + 3 rounds. Mammon can summon the strength for this attack 10/day. DC is Str-based (DC 20 + ½ Mammon’s level + Str modifier).</em></p><p><em></em></p><p><em><strong>Gold Scales (Ex): </strong> Over the eons of collecting golden coins and treasure, Mammon’s scales have magically turned golden and unbelievably tough. He gains the following bonuses:</em></p><p><em>- 75% chance of <em>spell turning</em> (CL 71), if the spell overcomes his SR. If the spell doesn’t penetrate his SR, it is automatically turned.</em></p><p><em>- DR 20/-</em></p><p><em></em></p><p><em><strong>Hellfire of Mammon (Su): </strong>18/day, Mammon can shoot forth a line of black flames surrounding boiling golden liquid. Mammon’s Hellfire is 10 ft wide and 1,500 ft. long. The flames deal 18d12 points of unholy fire damage (ignores fire resistance and immunity). The boiling golden liquid deals an extra 10d10 points of fire damage and covers any creature it hits. Reflex save DC 70 halves damage (Cha-based). The liquid is thick and extremely hot and deals an extra 50 points of fire damage after it coats a foe (no save). For the next 5 rounds, the liquid continues to burn the creature, dealing 5d10 points of fire damage. Reflex save DC 70 halves damage (Cha-based). In the sixth round, the liquid cools. An Escape Artist check DC 70 must be made by the targeted creature. Failure indicates they are held in place as if by a <em>hold person</em> spell (CL 71). Only a <em>miracle</em> or <em>wish</em> spell frees the creature.</em></p><p><em></em></p><p><em><strong>Improved Grab (Ex): </strong> When Mammon attacks with his tail, he may attempt a grapple check. If successful, he establishes a hold and can constrict.</em></p><p><em></em></p><p><em><strong>Might of the Greedy Lord (Ex): </strong> Mammon’s greed knows no bound. Whatever he wants, he fights and even kills for it. When he sees a creature with something of great value, he gets empowered by greed. Mammon’s power grows depending on the total value of his foes equipment. See the chart below.</em></p><p><em></em></p><p><em>Value / bonus</em></p><p><em>200,000gp – 20,000,000gp/ +2 to attack and damage rolls</em></p><p><em>20,000,001gp – 40,000,000gp/ +4 to attack and damage rolls</em></p><p><em>40,000,001gp – 60,000,000gp / +6 to attack and damage rolls</em></p><p><em>60,000,001gp – 80,000,000gp / +8 to attack and damage rolls</em></p><p><em>80,000,001gp – 100,000,000gp/ +10 to attack and damage rolls</em></p><p><em>100,000,001gp or more/ +12 to attack and damage rolls</em></p><p><em>Minor Artifact / +8 to attack and damage rolls (Does not stack with bonuses above. Use whichever bonus is higher.)</em></p><p><em>Major Artifact / +16 to attack and damage rolls (Does not stack with bonuses above.)</em></p><p><em></em></p><p><em><strong>Pitiful Mammon (Ex): </strong> Mammon can, as a standard action, make a <em>suggestion</em> to all his enemies within the areas he threatens. His <em>suggestion</em> is that his enemies not kill him, but instead spare him. Will save or Sense Motive check DC 65 negates effect. If a creature fails the save, they take pity on Mammon and take a –10 penalty to attack and damage rolls for 15 rounds. If those same creatures fail their save by 10 points or more, they let down their defenses complete and spare Mammon. At this point, due to his foul nature of duplicity, Mammon will then attempt a death attack (as an assassin of his level) against one of these creatures he threatens. A Fortitude save DC 72 (Str-based) must be made or the creature dies. If the save is successful the creature still takes damage from the spear as if Mammon scored a critical. </em></p><p><em></em></p><p><em><strong>Poison (Ex): </strong> Injury, Fortitude save DC 69, 3d6 Con drain/3d6 Con drain. If creature’s Con score reaches 0, it automatically turns to gold. The newly formed statue holds the creature’s soul as if by a <em>trap the soul</em> spell of 71st level.</em></p><p><em></em></p><p><em><strong> Regeneration (Ex):</strong> Mammon takes normal damage from epic, good, and silvered weapons.</em></p><p><em></em></p><p><em><strong>Spell-Like Abilities: </strong> CL 71st; DC 34 + spell level</em></p><p><em>At will: <em>animate dead, baleful polymorph, blasphemy, charm monster, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, discern location, dominate monster, enthrall, greater dispel magic, greater invisibility, greater teleport, hellfire storm, major image, magic circle against chaos, magic circle against good, mass hold monster, mass hold person, mass suggestion, mirage arcana, phantasmal thief, persistent image, polymorph, power word stun, restoration, resurrection, suggestion, telekinesis, symbol of pain, unhallow, unholy aura.</em> </em></p><p><em>9/day: <em>destruction, greater restoration, meteor swarm, power word kill, true resurrection, weird</em> </em></p><p><em>3/day: <em>refuge, wish</em></em></p><p><em></em></p><p><em><strong>Summon Baatezu (Sp): </strong> 6/day Mammon can summon 8 barbazu or hamatula, and 4 pit fiends.</em></p><p><em></em></p><p><em><strong>Summon Dragon (Sp): </strong> 5/day, much to the Dragon Queen’s dismay, Mammon can summon 1 advanced blue great wyrm dragon (50 HD), or 1 advanced green great wyrm dragon (50 HD)</em></p><p><em></em></p><p><em><strong>Touch of Greed (Su): </strong> When Mammon successfully makes a touch attack, the creature struck must succeed a Will save DC 65 or be forced to attack a random creature within 60 ft. of it and attempt to steal its valuables as soon as possible. This effect lasts for 30 rounds. Mammon can suppress or resume this ability, as a free action.</em></p><p><em></em></p><p><em><strong>Possessions: </strong> </em></p><p><em></em></p><p><em><strong>Avarice:</strong> This spear is composed of two parts. One being a simple wooden shaft. The second being a crude, jagged, golden spearhead. It functions as a <em>+7 keen, mighty cleaving, unholy power, vile, huge longspear. </em> Those slain by the spear are turned to golden statues. Their souls are trapped within as if by a trap the soul spell. If ever Mammon would sell these statues, they would be worth 5,000gp times the creatures HD. A miracle or wish spell reverts the creature back to its normal state. It’s still dead though. However, if the statue is place with Mammon’s vault, before the miracle or wish can be cast, nothing will work. The statue must be retrieved in order to be restored.</em></p></blockquote><p></p>
[QUOTE="RAGNAROKISCOMING2007, post: 3928234, member: 50701"] [b]Mammon, Lord of the Third Huge Outsider (baatezu, evil, extraplanar, lawful)[/b] [b]Symbol:[/b] Mammon’s clawed hand overflowing with gold coins [b]Cosmic Rank:[/b]13 (16 in Minarous) [b]HD:[/b] 71d8 + 1,349 + 220 (2,137 hp) [b]Initiative:[/b] +15 [b]Speed:[/b] 90 ft. [b]AC: [/b] 80 (+15 deflection, +7 Dex, +50 natural, -2 size) touch 30, flat-footed 63 [b]BAB/ Grapple: [/b] +71/+101 [b]Attack: [/b] [I]+7 keen, mighty cleaving, unholy power, vile, huge longspear, Avarice [/I]+102 melee (3d6 + 48 + 3d6 unholy, +1 vile/19-20/x3), or bite + 91 melee (2d6 + 22 plus poison), or touch +91 melee (greed) [b]Full attack:[/b] [I]+7 keen, mighty cleaving, unholy power, vile, huge longspear, Avarice [/I]+102 melee (3d6 + 48 + 3d6 unholy, +1 vile/19-20/x3), and bite + 91 melee (2d6 + 22 plus poison), and tail +86 melee (2d6 + 11), or touch +91 melee (greed) [b]Space/reach:[/b] 15ft./ 15ft. [b]Special attacks:[/b] Alternate Form, Constrict, Fear, Gold Rush, Hellfire of Mammon, Improved Grab, Might of the Greedy Lord, Pitiful Mammon, Poison, Spell-Like Abilities, Summon Baatezu, Summon Dragon, Touch of Greed [b]Special qualities:[/b] DR 40/Epic Good and Silver, DR 20/-, Energy Resistance to Acid 40, Cold 40, Sonic 40, Gold Scales, Immunity to Fire and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Mind- Affecting Effects, Petrification, Polymorphing, and, Regeneration 25, See in Darkness, SR 71, Telepathy 1000 ft., 75% chance of Spell Turning [b]Saves:[/b] Fort +62, Ref +50, Will +50 [b]Abilities:[/b] Str 55, Dex 25, Con 48, Int 36, Wis 36, Cha 40 [b]Skills:[/b] Appraise +87, Bluff +102, Concentration +93, Diplomacy +91, Disable Device +15, Disguise +89 (91 when acting), Escape Artist +81, Forgery +87, Hide +73, Intimidate +89, Knowledge (arcana) +87, Knowledge (the planes) +87, Listen +87, Move Silently +81, Open Lock +83, Profession (bookkeeper) +87, Search +87, Sense Motive +89, Sleight of Hand +83, Spellcraft +87, Spot +87, Survival +87 (89 when following tracks), Use Rope +83 [b]Feats:[/b] Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Deft Hands, Dodge, Great Cleave, Great Fortitude, Greater Weapon Focus (longspear), Greater Weapon Specialization (longspear), Improved Bull Rush, Improved Disarm, Improved Feint, Improved Initiative, Improved Overrun, Improved Trip, Lightning Reflexes, Mobility, Negotiator, Nimble Fingers, Power Attack, Skill Focus (Bluff), Spring Attack, Weapon Focus (longspear), Weapon Specialization (longspear), Whirlwind Attack [b]Epic Feats:[/b] Epic Fortitude, Epic Reflexes, Epic Skill Focus (Bluff), Epic Toughness (x11), Epic Weapon Focus (longspear), Epic Weapon Specialization (longspear), Improved Combat Expertise, Superior Initiative [b]Environment:[/b] Minarous (9 Hells of Baator) [b]Organization:[/b] Solitary (unique) or group (Mammon, 4 advanced pit fiends (40 HD), and 1 advanced blue great wyrm blue dragon (50 HD) [b]CR:[/b] 58 [b]Treasure:[/b] Quintuple Standard, Avarice [b]Alignment:[/b] Lawful Evil (flavor coming) [b]Combat:[/b] Mammon will always start off by determining which creature has the most valuable stuff. Once finished, he’ll use his Gold Rush ability on them, followed by [I]phantasmal thief[/I] to steal his victims stuff. He then proceeds to activate his Might of the Greedy Lord ability against all who he engages in melee. Mammon mostly stays in melee combat with his foes. He is no fool and knows when to pull out. When victory is near for Mammon, he’ll use his Hellfire ability to finish off his foes and turn them into golden statues. However, if he’s losing he’ll summon creatures for help before teleporting away with what he has stolen. [b]Alternate Form (Sp): [/b] At will, Mammon can [I]shapechange[/I] into a bloated, golden-scaled pit fiend, which is his true form. This alternate form lasts indefinitely. [b]Constrict (Ex): [/b] Whenever Mammon establishes a hold with his tail, he deals 4d6 + 44 points of bludgeoning damage. [b]Fear (Su): [/b] Mammon can radiate a fear aura, as a free action, which has a range of a 100 ft. radius. Any non-baatezu within range must succeed a Will save DC 65 or be affected as if by a [I]fear[/] spell (CL 71). If the creature successfully saves, it cannot be affected by the same aura for 24 hours. DC is Cha-based. [b]Gold Rush (Ex):[/b] So strong is Mammon’s greed, that whenever he charges at an opponents with valuable equipment, he deals three times the normal damage. Thus, when Mammon charges at an opponent, with equipment worth at least a total of 80,000,000 gp, he deals 9d6 + 144 points of damage plus the bonus from the Might of the Greedy Lord ability. A Fortitude save DC 77 must be made. Failure indicates the creature is killed and torn asunder by Mammon’s jagged spear. Only a [I]true resurrection[/I] spell of at least 50th level can raise the creature. If the creature succeeds their save, they are automatically knocked down and unconscious for 3d6 + 3 rounds. Mammon can summon the strength for this attack 10/day. DC is Str-based (DC 20 + ½ Mammon’s level + Str modifier). [b]Gold Scales (Ex): [/b] Over the eons of collecting golden coins and treasure, Mammon’s scales have magically turned golden and unbelievably tough. He gains the following bonuses: - 75% chance of [I]spell turning[/I] (CL 71), if the spell overcomes his SR. If the spell doesn’t penetrate his SR, it is automatically turned. - DR 20/- [b]Hellfire of Mammon (Su): [/b]18/day, Mammon can shoot forth a line of black flames surrounding boiling golden liquid. Mammon’s Hellfire is 10 ft wide and 1,500 ft. long. The flames deal 18d12 points of unholy fire damage (ignores fire resistance and immunity). The boiling golden liquid deals an extra 10d10 points of fire damage and covers any creature it hits. Reflex save DC 70 halves damage (Cha-based). The liquid is thick and extremely hot and deals an extra 50 points of fire damage after it coats a foe (no save). For the next 5 rounds, the liquid continues to burn the creature, dealing 5d10 points of fire damage. Reflex save DC 70 halves damage (Cha-based). In the sixth round, the liquid cools. An Escape Artist check DC 70 must be made by the targeted creature. Failure indicates they are held in place as if by a [I]hold person[/I] spell (CL 71). Only a [I]miracle[/I] or [I]wish[/I] spell frees the creature. [b]Improved Grab (Ex): [/b] When Mammon attacks with his tail, he may attempt a grapple check. If successful, he establishes a hold and can constrict. [b]Might of the Greedy Lord (Ex): [/b] Mammon’s greed knows no bound. Whatever he wants, he fights and even kills for it. When he sees a creature with something of great value, he gets empowered by greed. Mammon’s power grows depending on the total value of his foes equipment. See the chart below. Value / bonus 200,000gp – 20,000,000gp/ +2 to attack and damage rolls 20,000,001gp – 40,000,000gp/ +4 to attack and damage rolls 40,000,001gp – 60,000,000gp / +6 to attack and damage rolls 60,000,001gp – 80,000,000gp / +8 to attack and damage rolls 80,000,001gp – 100,000,000gp/ +10 to attack and damage rolls 100,000,001gp or more/ +12 to attack and damage rolls Minor Artifact / +8 to attack and damage rolls (Does not stack with bonuses above. Use whichever bonus is higher.) Major Artifact / +16 to attack and damage rolls (Does not stack with bonuses above.) [b]Pitiful Mammon (Ex): [/b] Mammon can, as a standard action, make a [I]suggestion[/I] to all his enemies within the areas he threatens. His [I]suggestion[/I] is that his enemies not kill him, but instead spare him. Will save or Sense Motive check DC 65 negates effect. If a creature fails the save, they take pity on Mammon and take a –10 penalty to attack and damage rolls for 15 rounds. If those same creatures fail their save by 10 points or more, they let down their defenses complete and spare Mammon. At this point, due to his foul nature of duplicity, Mammon will then attempt a death attack (as an assassin of his level) against one of these creatures he threatens. A Fortitude save DC 72 (Str-based) must be made or the creature dies. If the save is successful the creature still takes damage from the spear as if Mammon scored a critical. [b]Poison (Ex): [/b] Injury, Fortitude save DC 69, 3d6 Con drain/3d6 Con drain. If creature’s Con score reaches 0, it automatically turns to gold. The newly formed statue holds the creature’s soul as if by a [I]trap the soul[/I] spell of 71st level. [b] Regeneration (Ex):[/b] Mammon takes normal damage from epic, good, and silvered weapons. [b]Spell-Like Abilities: [/b] CL 71st; DC 34 + spell level At will: [i]animate dead, baleful polymorph, blasphemy, charm monster, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, discern location, dominate monster, enthrall, greater dispel magic, greater invisibility, greater teleport, hellfire storm, major image, magic circle against chaos, magic circle against good, mass hold monster, mass hold person, mass suggestion, mirage arcana, phantasmal thief, persistent image, polymorph, power word stun, restoration, resurrection, suggestion, telekinesis, symbol of pain, unhallow, unholy aura.[/i] 9/day: [i]destruction, greater restoration, meteor swarm, power word kill, true resurrection, weird[/i] 3/day: [i]refuge, wish[/i] [b]Summon Baatezu (Sp): [/b] 6/day Mammon can summon 8 barbazu or hamatula, and 4 pit fiends. [b]Summon Dragon (Sp): [/b] 5/day, much to the Dragon Queen’s dismay, Mammon can summon 1 advanced blue great wyrm dragon (50 HD), or 1 advanced green great wyrm dragon (50 HD) [b]Touch of Greed (Su): [/b] When Mammon successfully makes a touch attack, the creature struck must succeed a Will save DC 65 or be forced to attack a random creature within 60 ft. of it and attempt to steal its valuables as soon as possible. This effect lasts for 30 rounds. Mammon can suppress or resume this ability, as a free action. [b]Possessions: [/b] [b]Avarice:[/b] This spear is composed of two parts. One being a simple wooden shaft. The second being a crude, jagged, golden spearhead. It functions as a [I]+7 keen, mighty cleaving, unholy power, vile, huge longspear. [/I] Those slain by the spear are turned to golden statues. Their souls are trapped within as if by a trap the soul spell. If ever Mammon would sell these statues, they would be worth 5,000gp times the creatures HD. A miracle or wish spell reverts the creature back to its normal state. It’s still dead though. However, if the statue is place with Mammon’s vault, before the miracle or wish can be cast, nothing will work. The statue must be retrieved in order to be restored.[/I] [/QUOTE]
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