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Monsters

Mammon

Mammon

Click here for simulacrum.

"No one can serve two masters, You cannot serve God and Mammon."
Matthew 6:24

Perhaps the most successful of all the demons in her efforts is Mammon. Entertained by the petty human squabbling over physical possessions, Mammon helps along the mortal inclination toward Greed. Mammon began her manipulation thousands of years ago by slowly stealing money from merchants and tourists in Egypt in order to feed their obsession with wealth. This plan worked, of course, but had the unintended consequence of causing Mammon herself to become strangely obsessed with possessions. Over time, Mammon successfully convinced the Egyptian Pharaohs that she was an incarnation of the Egyptian goddess Selket, who was responsible for protecting the repose of the dead. In order to ensure safe passage into the underworld for his people, the pharaoh Khufu constructed a massive underground palace for Mammon, buried deep beneath his own tomb in the Great Pyramid of Giza. This sprawling subterranean dungeon eventually became known as the "Tomb of the Buried Queen," in honor of the name Mammon chose for herself.

Tomb of the Buried Queen. Mammon has become so obsessed with her new wealth that she rarely leaves her lair in the hidden passageways below the Great Pyramid. Mammon now spends her days wandering the Pyramid's subterranean chambers in the form of her simulacrum, the Buried Queen. The Buried Queen wanders throughout the pyramid obsessively counting and recounting her wealth, which she has spent millennia collecting. Mammon has all but forgotten Lilith's plan to find the Messiah, and is content to revel in her own Greed for all eternity.

Mammon's Lair

Ancient Labyrinth. The underground dungeon constructed by pharaoh Khufu is a winding deathtrap of secret passageways, traps, and other dangers, ending in Mammon's treasure hoard. If Mammon is encountered in her lair, she has a challenge rating of 9 (5,000 XP).

Aura of Temptation. Mammon has created an Aura of Temptation that stretches in a 1 mile radius, centered on the Great Pyramid to the west of Memphis. The territory and citizens within the 1 mile radius suffer from the following effects:

  • Any creature that travels within 1 mile of the Pyramids must make DC 15 a Wisdom Saving throw. A creature that fails the saving throw suddenly feels like their inventory is substantially lighter, and knows that something has been stolen, even though they cannot put their finger on what the stolen item is. Unless another culprit is available, the creature will assume the thief must be one of its companions.
  • People who live on the western edge of Memphis are obsessed with money. Business transactions are conducted suspiciously, and people clutch their coin purses close to their body as they travel.
  • Many people within this radius obsessively hoard and little trinkets, whether or not they have value. Some people even ask to be buried with these trinkets, refusing to let go of their treasures even in the face of death.
  • Despite the obvious wealth of the citizens of Memphis, no one seems content, and there is an undeniable sense of longing that is palpable throughout the region.

The Aura of Temptation ends if Mammon's true form is destroyed or banished from the material plane. Once the Aura of Temptation ends, all of the associated effects end, as does its influence on creatures within the radius.

Huge Fiend, Chaotic Evil

Armor Class 14

Hit Points 96

Speed 45 ft.

STR DEX CON INT WIS CHA
+4 +3 +1 +3 +4 +4

Saving Throws DEX +7, WIS +8, CHA +8

Damage Immunity Poison

Languages Common, Infernal, Old Egyptian

Senses Darkvision 120 ft., Passive Perception 18

Challenge 8 (3,900 XP)

Features

Legendary Resistance (3/Day). If Mammon fails a saving throw, he can choose to succeed instead.

Magic Resistance. Mammon has advantage on saving throws against spells and other magical effects.

Spider Climb. Mammon can move up, down, and across vertical surfaces and upside down on ceilings, while leaving her hands free.

Innate Spellcasting. Mammon can innately cast the following spells, requiring no material components.

At Will:
Detect Thoughts, Invisibility, Misty Step

3/Day:
Flesh to Stone (Con 16) (Mammon's version of this spell turns the target into gold, rather than stone)

Actions

Sting: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 3) piercing damage and the target must make a DC 16 Constitution saving throw, taking 31 (7d8) Poison damage on a failed save, or half as much on a successful one.

Legendary Actions

Mammon can take 3 legendary actions, choosing from the options below. Only one Legendary Action may be used at a time, and only at the end of another creature's turn. Mammon regains spent legendary actions at the start of her turn.

Induce Greed. Mammon forces a creature she can see within 60 feet to succeed on a DC 16 Wisdom saving throw or become entranced by a piece of treasure in her hoard, as though by the Induce Greed spell.

Glister Step. Mammon steps into a pile of treasure within 5 feet, and magically teleports up to 120 feet, emerging from another pile of treasure. Mammon must be familiar with her destination, but does not need to see it to use this ability.

Spell (Costs 3 Actions): Mammon casts a spell

Lair Actions

On initiative count 20 (losing initiative ties), Mammon takes a lair action to cause one of the following effects. Mammon can only use lair actions when in her True Form while in The Great Pyramid, and cannot use the same action two turns in a row.

  • Mammon causes an explosion that sends coins and precious gems flying through the air in 30-foot-radius centered on a pile of treasure she can see within 60 feet. Each creature in this area must make a DC 16 Dexterity saving throw, taking 14 (4d6) Slashing damage on a failed save, or half as much on a successful one.
  • A creature of Mammon's choice that she can see within 60 feet is overcome with regret, calling to mind opportunities that have passed it by. The creature must make a DC 16 Wisdom saving throw, taking 14 (3d8) Psychic damage on a failed save, or half as much on a successful one.
  • Mammon extends her hand and calls upon the magic of wealth. Any creature that is currently wearing or carrying an object made of gold (including gold coins), must succeed on a DC 16 Strength saving throw or it is pulled 10 feet toward Mammon and knocked prone. A creature that succeeds on the saving throw is pulled 5 feet and is not knocked prone. A creature that is able to drop the object and does so automatically succeeds on the saving throw.

Bible5e custom monster. Its specific traits supplement the current rules. See Using Bible5e Monsters.