Devil, Ammon (Duke of Malbolge, Keeper of the Kennels, Lord of the Ditches)

Family: Devils

Large fiend (devil), lawful evil

Armor Class 17 (natural armor)
Hit Points 270 (20d10 + 160)
Speed 60 ft.

28 (+9) 18 (+4) 26 (+8) 24 (+7) 20 (+5) 26 (+8)

Saving Throws Constitution +15, Wisdom +12, Charisma +15
Skills Arcana +14, Deception +15, Insight +12, Intimidation +15, Perception +12, Persuasion +15, Stealth +11
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that are not silver
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 22
Languages Abyssal, Celestial, Common, Draconic, Goblin, Ignan, Infernal, telepathy 100 ft.
Challenge 22 (41,000 XP)


  • Devil’s Sight. Magical darkness doesn’t impede Ammon’s darkvision.
  • Fear gaze. When a creature that can see Ammon’s eyes starts its turn within 30 feet of him, Ammon can force it to make a DC 20 Wisdom saving throw if Ammon isn’t incapacitated and can see the creature. On a failure, the creature is frightened for one minute. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Ammon until the start of its next turn, when it can avert its eyes again. If the creature looks at Ammon in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on Ammon are done at disadvantage.
  • Innate Spellcasting. Ammon’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can cast the following spells, requiring no material components:
  • Legendary Resistance (3/day). If Ammon fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Ammon has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Ammon’s weapon attacks are magical.
  • Regeneration. Ammon regains 15 hit points at the start of his turn. If Ammon takes damage from a silvered weapon, this trait doesn’t function at the start of Ammon’s next turn. Ammon is destroyed only if he starts his turn with 0 hit points and doesn’t regenerate.


  • Multiattack. Ammon makes one Bite attack and two Mace attacks.
  • Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) piercing damage.
  • Mace. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) bludgeoning damage plus 22 (5d8) thunder damage, and the target must make a DC 23 Constitution saving throw, being stunned until the end of its next turn and deafened for one hour on a failure, or just stunned on a successful save.


Ammon can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Ammon regains spent legendary actions at the start of his turn.

  • Swing Around. Ammon makes a Mace attack.
  • Thundersmash. Ammon strikes the ground with his mace. All creatures within a 20-foot cube centered on Ammon must make a DC 24 Strength saving throw, taking 27 (6d8) thunder damage and being pushed to the edge of the area of effect on a failure, or taking half as much damage and not being pushed on a success.
  • Call the Hounds (costs 2 actions). Ammon summons 2d4 hell hounds to his side to fight as his allies.
  • Fiendish Recovery (costs 2 actions). Ammon recovers 50 hit points and ends one condition effecting him.


Ammon is a 15-foot-tall fiendish humanoid with clawed hands and feet and the black-furred, lice-infested head of a wolf set with slavering jaws and glowing yellow eyes. An armor-plated left hand wields a cruel whip that coils of its own accord like a living serpent.

Ammon’s iron fortress hangs from a precipice overlooking the Ditches of the Damned that surround the Ring of Hell known as the Pit of Malbolge. Ammon is attended by a host of werewolves, barbed devils, ghaddar, and his lieutenant, a pit fiend. The 10 ditches are greatly feared by worldly thieves and politicians who know they may very well end up plying eternity among the charlatans, confidence men, seducers, fraudsters, counterfeiters, and betrayers trapped there.

To keep the accursed dead in their ditches, Ammon oversees a kennel of 666 wolf-headed hell hounds he sired himself, as well as three legions of bone devils. The ditches are filled with nupperibos, lemurs, and even lesser souls who have found their just deserts in Malbolge.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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