Mammon, The Miser, Prince of Apllistia, Arch Devil

Family: Devils

Huge fiend (devil), lawful evil

Armor Class 18 (natural armor)
Hit Points 364 (27d12 + 189)
Speed 30 ft.

24 (+7) 22 (+6) 24 (+7) 24 (+7) 18 (+4) 28 (+9)

Saving Throws Constitution +14, Wisdom +11, Charisma +16
Skills Arcana +14, Acrobatics +13, Deception +16, Insight +11, Intimidation +16, Perception +11, Persuasion +16, Stealth +13
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 21
Languages Abyssal, Celestial, Common, Dwarvish, Elven, Halfling, Giant, Gnomish, Goblin, Ignan, Infernal, Terran, telepathy 100 ft.
Challenge 22 (41,000 XP)



  • Multiattack. Mammon makes one Withering Touch attack and two Red-Hot Coin attacks.
  • Withering Touch. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) slashing damage and the target must make a DC 22 Constitution saving throw. The target takes 36 (8d8) necrotic damage and has a random limb (see Random Withered Limb table below) rendered useless for 24 hours on a failure, or half as much damage and no withered body part on a successful save.
  • Red-Hot Coin. Ranged Weapon Attack: +13 to hit, range 50/200 ft., one target. Hit: 13 (2d6 + 6) fire damage and the target must succeed on a DC 24 Wisdom saving throw or spend its next turn digging the coin out of its flesh. The creature is stunned until the end of its next turn, unable to do much else but chase down the burning coin. Digging the coin out causes 14 (4d6) slashing damage.
  • Avalanche of Greed (recharge 5-6). Mammon spills a wave of red-hot coins from his bag in a 30-foot cone. All creatures caught in the area must make a DC 21 Dexterity saving throw, suffering 45 (10d8) bludgeoning damage and 14 (4d6) fire damage on a failure, or half as much on a success.
  • Random Withered Limb
    d4 Body Part Effect
    1 Left Leg Half speed
    2 Right Leg Half speed
    3 Right Arm Drops anything in that arm, and arm is useless
    4 Left Arm Drops anything in that arm, and arm is useless


    Mammon 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. Mammon regains spent legendary actions at the start of his turn.

    • One for You and Three for Me. Mammon makes a Red-Hot Coin attack.
    • You Get Damned Coins, and You Get Damned Coins. Mammon recharges his Avalanche of Greed and uses it.
    • Insatiable Greed (costs 2 actions). Mammon can instill his own wretched greed upon others by tossing a handful of his hellish coins into the midst of his enemies. Anyone within a 30-foot cube centered on Mammon must make a successful DC 24 Charisma saving throw or be overwhelmed with desire to possess his hellish coins, stopping at nothing to possess them, including slaying friend and family alike for their ownership.
    • Fiendish Recovery (costs 2 actions). Mammon recovers 50 hit points and ends one condition affecting him.


    Standing over 15 feet tall, Mammon is a thin, twisted fiend with the visage of a mad beggar who is dressed in filthy, stinking rags that were once the finery of a merchant lord or king. His filthy feet are stuffed into broken sandals or boots whose tops are worn so that gnarled toes show through. Charred wings billow with sulfurous ash as they flutter and twitch nervously upon the creature’s back. The Miser’s horns have been forcibly cut from his brow so that only smoldering stumps remain. Despite his otherwise impoverished appearance, the fiend’s neck drips with gaudy jewelry of thick gold and platinum chains. Rings that are set with obviously flawed yet shiny gemstones flash upon filthy, clawed fingers that clutch a bag of red-hot coins to his breast.

    Mammon rules the ring of Aplistia where he resides within a massive fortress-like bank made of bronze and antimony. He spends his time counting soul ingots and developing schemes for tempting mortals to greed so that he may collect more souls than his adversaries in the other eight Rings of Hell. Since tempting mortals to greed is quite easy, Mammon has become quite lazy in his workings. Despite this, he is still a horrifying figure and powerful ruler who hoards vast collections of souls within his basalt vaults.

    The forges of his palace ring constantly with the work of his amiamons who pound worthless souls of the greedy into the coins of Hell, just as the worshippers of the Sultan of Brass do in the City of Brass. The Ring of Aplistia is exceedingly hot. It is made up of mountains of searing-hot bronze, lakes and rivers of molten copper, and vast sulfuric deserts. It is a blasted landscape littered with the ghostly remains of destroyed mortal cities plundered for their wealth.

    Section 15: Copyright Notice

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

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