MAMMON, Viscount, Arch-Devil and Lord of the Third
Lord of the Nine (Arch-Devil) Perfect Wight 10, Rogue 25 CR 51; Large Outsider (Devil); HD 40d8+440 and 10d6+110 and 25d6+220; hp 1355; Init +20; Spd 110 ft., fly 240 ft. (perfect); AC 77, touch 34, flat-footed 58; Atk +79/+74/+69/+64 melee (1d6+20+2d6 (lawful)+2d6 (unholy)/19-20/x2 Avarice a large +6 lawful unholy dagger), or +84/+79/+74/+69 ranged (1d10+11+2d6 (unholy)/19-20/x3 Greed's Breath, a huge +6 unerring accuracy unholy composite longbow (+5)), or +83/+78/+73/+68 (ranged touch attack or spell); Face/Reach 5 ft. by 5 ft./10 ft.; SA Hellish Aura, spell-like abilities, call baatezu, Carnal Covet, Property of the State, crippling strike, opportunist, sneak attack +14d6; SQ Lord of the Nine traits, Arch-Devil qualities, Infernal Majesty (Divine Rank 10), Might of Hell, Confidential, Interest Compounded, improved invisibility 2/day, improved legerdemain 2/day, incorporeal 2/day, shadow form 2/day, defensive roll, improved evasion, skill mastery (open locks), uncanny dodge (Dex bonus to AC, can't be flanked, +5 against traps); DR 50/+9, fast healing 20, regeneration 15, SR 61, Lore +16, summon familiar (Imp); AL LE; SV Fort +48, Ref +47, Will +50; Str 28, Dex 29, Con 30, Int 32, Wis 35, Chr 38. 8' tall
Skills and Feats: Appraise +58, Balance +56, Bluff +59, Concentration +64, Decipher Script +38, Diplomacy +53, Disable Device +57, Disguise +29, Escape Artist +95, Forgery +38, Gather Information +34, Hide +91, Intimidate +26, Jump +24, Knowledge (Arcana) +58, Knowledge (Hell) +31, Knowledge (The Planes) +58, Knowledge (Religion) +31, Listen +55, Move Silently +95, Open Locks +40, Pick Pocket +52, Scry +53, Search +86, Sense Motive +64, Spellcraft +53, Spot +65, Tumble +95. Alertness, Blinding Speed (2), Cleave, Corrupt Spell-like Ability, Dark Speech, Dodge, Epic Dodge, Epic Skill Focus (Pick Pocket), Great Cleave, Improved Critical (composite longbow), Improved Initiative, Improved Sneak Attack, Lingering Damage, Mobility, Power Attack, Quick Draw, Quicken Spell-like Ability, Quicker Than the Eye, Self-Concealment, Snatch Weapon, Sneak Attack of Opportunity, Spring Attack, Superior Initiative, Tenacious Magic (improved invisibility), Trap Sense, Weapon Focus (composite longbow), Weapon Focus (dagger).
Hellish Aura (Ex): Mammon's presence is so vile that it causes lesser beings to cower or pay homage to the evil he represents. All within 900 feet of Mammon must succeed in a Will save DC 44. Those who succumb to Mammon's evil suffer one of the two following effects as determined by the Lord of the Third (who can change the effect, or discontinue it, as a free action):
Cower: Affected beings cower before the might of Mammon. They can defend themselves normally but take no actions.
Fright: Affected beings become shaken and suffer a -6 morale penalty on attack rolls, saves, and checks. Mammon's mere glance makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Mammon can make his servants, "worshippers," beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until Mammon dismisses it.
Beings of Lesser god or greater status are immune to Mammon's Hellish Aura.
Hell's Fire (Su): Mammon may use Hell's Fire 17/day, a ten-foot wide line of diabolical energy dealing 17d12 points of damage, up to 1700 feet away. Victims caught in the blast may Reflex save DC 44 for half damage. Mammon's Hell's Fire appears like a blast of scalding, liquid gold and silver that burns into the body and the spirit of those caught in the effect. Hell's Fire ignores mortal magic like anti-magic field, but may only remove one layer of prismatics per blast. Walls of force are not affected by Hell's Fire.
The Might of Hell (Su): Mammon's presence is so terrible that he can corrupt an entire area with but a thought. Thrice per day as a free action, Mammon may unhallow an area equal to 1200 feet.
Although Mammon detests the forces of righteousness, he also fears them. As a result, he finds it difficult to enter any hallowed site. If Mammon attempts to enter a hallowed site, he must make a Will DC save equal to 30 + the divine rank of the represented god + the god's Charisma modifier; Mammon cannot use his spell resistance to overcome this effect. If Mammon succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once Mammon breaches holy ground, the god in question is immediately alerted to the Lord of the Third's presence and will often send an avatar or will arrive in person to deal with the intrusion.
Spell-Like Abilities: At will - animate dead, blasphemy, blur, charm person, charm monster, cheat, create undead, darkness, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect law, detect magic, dominate monster, emotion, entice gift, fabricate, fear, fireball, flamestrike, greater dispelling, guards and wards, hold person, knock, improved invisibility, magic circle against chaos, magic circle against good, major image, mirage arcana, persistent image, phantasmal thief, polymorph self, produce flame, pyrotechnics, read magic, restoration, resurrection, scry, suggestion, symbol (any), sympathy, telekinesis, teleport without error (self plus 1000 pounds), unhallow, unholy aura, unholy blight, vanish, wall of fire. 6/day - destruction, fire storm, meteor swarm, true restoration, true resurrection. 3/day - damnation, hellball. 1/day - implosion, wish. Caster level 46th; save DC 24 + spell level. Mammon also casts spells from the Greed Domain from the Book of Vile Darkness; these spells are included in the list above.
Call Baatezu (Sp): As a move equivalent action, Mammon can call Baatezu. Dispater may call, up to three times a day, 21 Lemures, 18 Osyluths or Barbazu, 15 Abishai, Erinyes or Hamatulas, 12 Cornugons or Gelugons, or 6 Pit Fiends. Since these Devils are called, they have the ability to summon other Devils as their Monster Manual descriptions allow. Despite his size and tremendous strength, Mammon, more than any other Lord of the Nine or Arch-Devil, is a true coward. Only dedicated to acquisition of wealth, Mammon hates being in the middle of a fight once he realizes one is imminent. It is fitting, then, that Mammon will call on the most violent Devils in Hell to kill his enemies at the first sign of a threat, Barbazu Devils. If matters continue to deteriorate, Mammon will then bring in Pit Fiends and Hamatulas.
Regeneration (Ex): Mammon takes normal damage from holy and blessed weapons of at least +6 enhancement.
Arch-Devil Qualities: Mammon is immune to fire and poison; he possesses cold and acid resistance 20; he can see in darkness, even that created by deeper darkness spells; he can initiate telepathic communication with any creature within 100 feet; Mammon benefits from immunity to polymorphing, petrification, or any other attack to alter his form; he is not subject to energy drain, ability drain, or ability drain; immune to mind-affecting effects. Mammon can also sense anything within one mile around the mentioning of his name, titles or an item of importance to him.
Mammon is immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe.
Infernal Majesty (Ex): As the Lord of the Third, Mammon has a status equivalent to that of the gods. Dispater possesses a virtual divine rank of 10. While in Minauros (and anywhere else on Hell that Asmodeus allows), Mammon functions as an Intermediate god with a virtual divine rank of 15. Refer to Deities and Demigods and the "Virtual Divine Ranks and Cosmic Entities Defined" article for the benefits Mammon gains.
Carnal Covet (Su): Mammon awakens the greed in lesser beings, causing them to seek out items of true and assumed value. Three times a day, Mammon can cause Carnal Covet in all mortals within 35 feet. Similar to a confusion spell, Carnal Covet forces those who fail the Will save DC 44 to seek out any random item they either see or know about that is considered valuable that they do not currently possess with the exception of those carried by Mammon. It does not matter if the item in question is of any immediate or even future benefit so long as it's worth at least 100 gp. Thus, a Wizard may attempt to steal his Paladin ally's Holy Avenger, while a Cleric may attempt to pry loose valuable jewels attached to an altar dedicated to her god. Any attempt to stop the coveting victim results in their retaliation, which only lasts as long as someone or something is between them and the object of their desire. Once the victim acquires what he covets, he turns his attention to another item. Carnal Covet lasts for 9 rounds.
Confidential (Ex): As the King of Greed, Mammon believes that all other beings are just as obsessed with ownership as he. Thus, Viscount of Minauros often takes pains to hide certain items or valuables, and even individuals, he possess from others. At any one time, Mammon can hide up to three items or individuals or places he has some official claim to (including something he's stolen, or an unwilling servant) from all forms of detection or scrying. In any event, he can only hold as Confidential 4,000 pounds of material items, 400 pounds of living beings, or 40 square yards. Mammon must be within 1400 feet of that which he makes Confidential and can only use this ability once a day, although the effect lasts indefinitely, assuming Mammon does not exceed his maximum of three items, individuals, and/or places. So potent is this power that only gods of Greater divine rank or higher can breach through Mammon's Confidential, and only so long as the Lord of the Third hasn't hidden anything somewhere in Minauros, at which point only Asmodeus himself can hope to find that which Mammon has hidden. Often, Mammon will end the Confidential after centuries have past and those interested in what was hidden are either dead or have given up on looking.
Interest Compounded (Ex): Mammon can make real desires mortals have to be wealthy, particularly if the acquisition of said wealth is at the expense of others. Three times a day, Mammon, or an intermediary empowered through him, may grant a mortal 1 wish to become wealthy. The client explains the details of his wish to his own satisfaction as the entirety of his request is drawn up on a parchment said to be made from the flesh of angels and written in the blood of the client. However, the client has to make good on three requests issued by Mammon at a moment and time of the Lord of the Third's choosing, or the client has to repay the total amount gained from the wish in addition to 50% within three years. After the client signs the agreement, he is immediately under an effect similar to a unique geas that takes place either when Mammon makes his desires known or immediately if the client agrees to repay the "loan." If the client is unable to repay, the Interest Compounded takes effect. Each day beyond the required payment, the victim is faced with two options. He may either make a Will save DC 44 to avoid immediately engaging in acts of theft of any kind in an attempt to acquire the gold necessary to repay his debt (Mammon will provide a monetary fee in the event the victim cannot fulfill one of the three requests). The victim will never raid his own coffers but will seek the luxury and wealth of others, using all resources available to him to pull the theft off. No manner of behavior, from murder to causing severe injury, will stop the victim once he fails this save until he acquires sufficient money to repay the debt. In the second option the victim has is to simply sell his soul to Mammon. If the victim possesses at least 15 class levels or HD, the victim will grow more and more wealthy as his death from old age approaches, thereby increasing the chance that the wealth left over after his death causes more greed. Those under 15 class levels or HD quickly become destitute, their money disappearing (and believed to be magically transported to Minauros). In either case, upon his death, the victim is consigned to Hell's Third Layer where he will be tormented for an eternity.
Property of the State (Su): Mammon can demand that those before him relinquish their valuable possession on the spot. 3/day, Mammon can declare any valuable as Property of the State on all beings of lesser divine or virtual divine status than he possesses within 30 feet if they fail a Will save DC 44. The victim will then deliver the item of Mammon's choosing to the Lord of the Third. Mammon can pick precisely which item he wants and can do with it as he pleases, including use it against its former owner. Any item so stolen by Mammon in this fashion allows Mammon to use it as a spell completion device even if the Lord of the Third does not possess the necessary caster levels; however, Mammon cannot necessarily use similar or identical items that he just happens to come across.
Avarice: This minor artifact is an elaborate, bejeweled dagger easily worth at least 100,000 gp. Mammon often wears it from a necklace around his neck, but rarely uses it since that requires that he engages in melee, something he loathes. Avarice is a large +6 lawful unholy dagger.
Greed's Breath: Greed's Breath is Mammon’s weapon of choice since he can attack with it from a considerable distance. This beautifully carved and decorated composite longbow generates its own arrows when drawn and almost never misses. Greed's Breath is a huge +6 unerring accuracy unholy composite longbow (+5).
Possessions: One of the most covetous beings in Creation, Mammon wants to own and possess everything, even if it has no value to him but means something of importance to others. As such, Mammon has access to every mundane and magical item (save artifacts) listed in the Player's Handbook, the Dungeon Master's Guide, and any other source allowed by the DM. In most cases, he did not procure these items himself, and so cannot use many of them. Still, he has a very thorough ledger of each item, from whence it came, and what it can do.
If greed had a face, it would be Mammon's, the Lord of the Third. There are few beings in the Cosmos more covetous than Mammon, and none can claim to have as much in their personal hoard as he, not even the Dragon Queen, Tiamat.
Mammon's past is an enigma. Many texts claim that he was once a powerful Celestial, either a Solar or Planetar, who was part of the Great Fall along with Eblis, Triel, and Moloch. Yet, others scoff at such a notion, pointing to the fact that the historical lines of allegiances in Hell have been drawn along the fallen Celestials against the former Infernals or Devils, among whose number Mammon once constituted. Before The Reckoning, Mammon was an ally, albeit untrustworthy one, to Dispater, Geryon, and Mephistopheles. When The Reckoning ended with all of the Lords defeated and Asmodeus triumphant (yet again), Mammon, who had already betrayed his allies during the course of the conflict, further debased himself by groveling at Asmodeus' feet and was the first to regain his fiefdom in Minauros. Since, Mammon is not considered an ally to Dispater or Mephistopheles, who both would like to destroy him for his (not unexpected) treachery.
The truth of Mammon's heritage will likely remain a mystery, as the Lord of Greed does not discuss it. Mammon would rather talk about money, wealth, interest, and acquisition. This interest in wealth has often caused Mammon to be confused with his former ally, Dispater. Many scholars and sages have always viewed Dispater as being interested in the acquisition of wealth and many have had difficulty distinguishing him from Mammon. However, the difference between the two Lords is simple enough. Dispater is the personification of the corrupt business man who seeks to increase his wealth, political power, and military power through doing as little work as possible while hiding behind rules and laws, his servants accomplishing all of the work with little or no gain of their own. He supports conservative practices that maintain the status quo with him on the top. In contrast, Mammon represents the power and greed of the State that overtaxes, always has a share to take, and is never satisfied. He is the ultimate glutton, often claiming that his need for more wealth will eventually trickle down to benefit others, when all he does in hoard it for himself. Mammon is uninterested in business and could care less how he receives his "share" as long as he receives it. He is not above stealing to increase his holding, and is more than willing to get his hands dirty to do so. Dispater is the faceless, iron-shod corporation, while Mammon is the money hungry State.
Of course, Mammon loves to spend his money and often enters bets and wagers. If he can't win, Mammon will cheat, and if in cheating he losses, he beats a hasty retreat to avoid repaying, claiming that he needs to process the winning. One of Mammon's favorite past-times has been hunting, on which he often bets. Many scholars have cited that Mammon hunts himself, but this is not entirely true. Mammon rarely rides a horse (or in Hell, a Nightmare), but sits in an elaborate open carriage pulled by Nightmares, where he watches his servants hunt (with him sitting back and helping them cheat). In the past, Mammon used to bring his former consort, Glasya, the daughter of Asmodeus, with him to these hunts and many other events. What these two horrible creatures saw in each other is simple enough to determine; Glasya desired Mammon's considerable wealth, and Mammon was obsessed with Glasya's background and connection to Hell's ultimate power. In the end, this tumultuous affair ended with the aftermath of The Reckoning when Asmodeus forbade Glasya to return to Minauros as he had new plans for his willful daughter.
Mammon rules from Minauros, the Sinking City. Mammon takes no time to shore up the city's foundation, believing that he will one day rule another layer. Rumors abound that Minauros sinks because of the tremendous weight of Mammon's hoard.
Mammon appears like a plump Infernal with a large, toothy smile and red moustache and goatee. His skin is a shimmering reddish gold, and his short red horns and talons are capped with diamond studs. He often wears an elaborately designed tunic that descends from below his ample stomach and stop over his cloven hoofed feet. His huge wings glow a warm golden color from the coins he's had grafted to them, their weight having no apparent effect on Mammon's ability to fly with surprising speed. He speaks with a supreme amount of arrogance in a high-pitched, grating voice.
Lord of the Nine (Arch-Devil) Perfect Wight 10, Rogue 25 CR 51; Large Outsider (Devil); HD 40d8+440 and 10d6+110 and 25d6+220; hp 1355; Init +20; Spd 110 ft., fly 240 ft. (perfect); AC 77, touch 34, flat-footed 58; Atk +79/+74/+69/+64 melee (1d6+20+2d6 (lawful)+2d6 (unholy)/19-20/x2 Avarice a large +6 lawful unholy dagger), or +84/+79/+74/+69 ranged (1d10+11+2d6 (unholy)/19-20/x3 Greed's Breath, a huge +6 unerring accuracy unholy composite longbow (+5)), or +83/+78/+73/+68 (ranged touch attack or spell); Face/Reach 5 ft. by 5 ft./10 ft.; SA Hellish Aura, spell-like abilities, call baatezu, Carnal Covet, Property of the State, crippling strike, opportunist, sneak attack +14d6; SQ Lord of the Nine traits, Arch-Devil qualities, Infernal Majesty (Divine Rank 10), Might of Hell, Confidential, Interest Compounded, improved invisibility 2/day, improved legerdemain 2/day, incorporeal 2/day, shadow form 2/day, defensive roll, improved evasion, skill mastery (open locks), uncanny dodge (Dex bonus to AC, can't be flanked, +5 against traps); DR 50/+9, fast healing 20, regeneration 15, SR 61, Lore +16, summon familiar (Imp); AL LE; SV Fort +48, Ref +47, Will +50; Str 28, Dex 29, Con 30, Int 32, Wis 35, Chr 38. 8' tall
Skills and Feats: Appraise +58, Balance +56, Bluff +59, Concentration +64, Decipher Script +38, Diplomacy +53, Disable Device +57, Disguise +29, Escape Artist +95, Forgery +38, Gather Information +34, Hide +91, Intimidate +26, Jump +24, Knowledge (Arcana) +58, Knowledge (Hell) +31, Knowledge (The Planes) +58, Knowledge (Religion) +31, Listen +55, Move Silently +95, Open Locks +40, Pick Pocket +52, Scry +53, Search +86, Sense Motive +64, Spellcraft +53, Spot +65, Tumble +95. Alertness, Blinding Speed (2), Cleave, Corrupt Spell-like Ability, Dark Speech, Dodge, Epic Dodge, Epic Skill Focus (Pick Pocket), Great Cleave, Improved Critical (composite longbow), Improved Initiative, Improved Sneak Attack, Lingering Damage, Mobility, Power Attack, Quick Draw, Quicken Spell-like Ability, Quicker Than the Eye, Self-Concealment, Snatch Weapon, Sneak Attack of Opportunity, Spring Attack, Superior Initiative, Tenacious Magic (improved invisibility), Trap Sense, Weapon Focus (composite longbow), Weapon Focus (dagger).
Hellish Aura (Ex): Mammon's presence is so vile that it causes lesser beings to cower or pay homage to the evil he represents. All within 900 feet of Mammon must succeed in a Will save DC 44. Those who succumb to Mammon's evil suffer one of the two following effects as determined by the Lord of the Third (who can change the effect, or discontinue it, as a free action):
Cower: Affected beings cower before the might of Mammon. They can defend themselves normally but take no actions.
Fright: Affected beings become shaken and suffer a -6 morale penalty on attack rolls, saves, and checks. Mammon's mere glance makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Mammon can make his servants, "worshippers," beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until Mammon dismisses it.
Beings of Lesser god or greater status are immune to Mammon's Hellish Aura.
Hell's Fire (Su): Mammon may use Hell's Fire 17/day, a ten-foot wide line of diabolical energy dealing 17d12 points of damage, up to 1700 feet away. Victims caught in the blast may Reflex save DC 44 for half damage. Mammon's Hell's Fire appears like a blast of scalding, liquid gold and silver that burns into the body and the spirit of those caught in the effect. Hell's Fire ignores mortal magic like anti-magic field, but may only remove one layer of prismatics per blast. Walls of force are not affected by Hell's Fire.
The Might of Hell (Su): Mammon's presence is so terrible that he can corrupt an entire area with but a thought. Thrice per day as a free action, Mammon may unhallow an area equal to 1200 feet.
Although Mammon detests the forces of righteousness, he also fears them. As a result, he finds it difficult to enter any hallowed site. If Mammon attempts to enter a hallowed site, he must make a Will DC save equal to 30 + the divine rank of the represented god + the god's Charisma modifier; Mammon cannot use his spell resistance to overcome this effect. If Mammon succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once Mammon breaches holy ground, the god in question is immediately alerted to the Lord of the Third's presence and will often send an avatar or will arrive in person to deal with the intrusion.
Spell-Like Abilities: At will - animate dead, blasphemy, blur, charm person, charm monster, cheat, create undead, darkness, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect law, detect magic, dominate monster, emotion, entice gift, fabricate, fear, fireball, flamestrike, greater dispelling, guards and wards, hold person, knock, improved invisibility, magic circle against chaos, magic circle against good, major image, mirage arcana, persistent image, phantasmal thief, polymorph self, produce flame, pyrotechnics, read magic, restoration, resurrection, scry, suggestion, symbol (any), sympathy, telekinesis, teleport without error (self plus 1000 pounds), unhallow, unholy aura, unholy blight, vanish, wall of fire. 6/day - destruction, fire storm, meteor swarm, true restoration, true resurrection. 3/day - damnation, hellball. 1/day - implosion, wish. Caster level 46th; save DC 24 + spell level. Mammon also casts spells from the Greed Domain from the Book of Vile Darkness; these spells are included in the list above.
Call Baatezu (Sp): As a move equivalent action, Mammon can call Baatezu. Dispater may call, up to three times a day, 21 Lemures, 18 Osyluths or Barbazu, 15 Abishai, Erinyes or Hamatulas, 12 Cornugons or Gelugons, or 6 Pit Fiends. Since these Devils are called, they have the ability to summon other Devils as their Monster Manual descriptions allow. Despite his size and tremendous strength, Mammon, more than any other Lord of the Nine or Arch-Devil, is a true coward. Only dedicated to acquisition of wealth, Mammon hates being in the middle of a fight once he realizes one is imminent. It is fitting, then, that Mammon will call on the most violent Devils in Hell to kill his enemies at the first sign of a threat, Barbazu Devils. If matters continue to deteriorate, Mammon will then bring in Pit Fiends and Hamatulas.
Regeneration (Ex): Mammon takes normal damage from holy and blessed weapons of at least +6 enhancement.
Arch-Devil Qualities: Mammon is immune to fire and poison; he possesses cold and acid resistance 20; he can see in darkness, even that created by deeper darkness spells; he can initiate telepathic communication with any creature within 100 feet; Mammon benefits from immunity to polymorphing, petrification, or any other attack to alter his form; he is not subject to energy drain, ability drain, or ability drain; immune to mind-affecting effects. Mammon can also sense anything within one mile around the mentioning of his name, titles or an item of importance to him.
Mammon is immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe.
Infernal Majesty (Ex): As the Lord of the Third, Mammon has a status equivalent to that of the gods. Dispater possesses a virtual divine rank of 10. While in Minauros (and anywhere else on Hell that Asmodeus allows), Mammon functions as an Intermediate god with a virtual divine rank of 15. Refer to Deities and Demigods and the "Virtual Divine Ranks and Cosmic Entities Defined" article for the benefits Mammon gains.
Carnal Covet (Su): Mammon awakens the greed in lesser beings, causing them to seek out items of true and assumed value. Three times a day, Mammon can cause Carnal Covet in all mortals within 35 feet. Similar to a confusion spell, Carnal Covet forces those who fail the Will save DC 44 to seek out any random item they either see or know about that is considered valuable that they do not currently possess with the exception of those carried by Mammon. It does not matter if the item in question is of any immediate or even future benefit so long as it's worth at least 100 gp. Thus, a Wizard may attempt to steal his Paladin ally's Holy Avenger, while a Cleric may attempt to pry loose valuable jewels attached to an altar dedicated to her god. Any attempt to stop the coveting victim results in their retaliation, which only lasts as long as someone or something is between them and the object of their desire. Once the victim acquires what he covets, he turns his attention to another item. Carnal Covet lasts for 9 rounds.
Confidential (Ex): As the King of Greed, Mammon believes that all other beings are just as obsessed with ownership as he. Thus, Viscount of Minauros often takes pains to hide certain items or valuables, and even individuals, he possess from others. At any one time, Mammon can hide up to three items or individuals or places he has some official claim to (including something he's stolen, or an unwilling servant) from all forms of detection or scrying. In any event, he can only hold as Confidential 4,000 pounds of material items, 400 pounds of living beings, or 40 square yards. Mammon must be within 1400 feet of that which he makes Confidential and can only use this ability once a day, although the effect lasts indefinitely, assuming Mammon does not exceed his maximum of three items, individuals, and/or places. So potent is this power that only gods of Greater divine rank or higher can breach through Mammon's Confidential, and only so long as the Lord of the Third hasn't hidden anything somewhere in Minauros, at which point only Asmodeus himself can hope to find that which Mammon has hidden. Often, Mammon will end the Confidential after centuries have past and those interested in what was hidden are either dead or have given up on looking.
Interest Compounded (Ex): Mammon can make real desires mortals have to be wealthy, particularly if the acquisition of said wealth is at the expense of others. Three times a day, Mammon, or an intermediary empowered through him, may grant a mortal 1 wish to become wealthy. The client explains the details of his wish to his own satisfaction as the entirety of his request is drawn up on a parchment said to be made from the flesh of angels and written in the blood of the client. However, the client has to make good on three requests issued by Mammon at a moment and time of the Lord of the Third's choosing, or the client has to repay the total amount gained from the wish in addition to 50% within three years. After the client signs the agreement, he is immediately under an effect similar to a unique geas that takes place either when Mammon makes his desires known or immediately if the client agrees to repay the "loan." If the client is unable to repay, the Interest Compounded takes effect. Each day beyond the required payment, the victim is faced with two options. He may either make a Will save DC 44 to avoid immediately engaging in acts of theft of any kind in an attempt to acquire the gold necessary to repay his debt (Mammon will provide a monetary fee in the event the victim cannot fulfill one of the three requests). The victim will never raid his own coffers but will seek the luxury and wealth of others, using all resources available to him to pull the theft off. No manner of behavior, from murder to causing severe injury, will stop the victim once he fails this save until he acquires sufficient money to repay the debt. In the second option the victim has is to simply sell his soul to Mammon. If the victim possesses at least 15 class levels or HD, the victim will grow more and more wealthy as his death from old age approaches, thereby increasing the chance that the wealth left over after his death causes more greed. Those under 15 class levels or HD quickly become destitute, their money disappearing (and believed to be magically transported to Minauros). In either case, upon his death, the victim is consigned to Hell's Third Layer where he will be tormented for an eternity.
Property of the State (Su): Mammon can demand that those before him relinquish their valuable possession on the spot. 3/day, Mammon can declare any valuable as Property of the State on all beings of lesser divine or virtual divine status than he possesses within 30 feet if they fail a Will save DC 44. The victim will then deliver the item of Mammon's choosing to the Lord of the Third. Mammon can pick precisely which item he wants and can do with it as he pleases, including use it against its former owner. Any item so stolen by Mammon in this fashion allows Mammon to use it as a spell completion device even if the Lord of the Third does not possess the necessary caster levels; however, Mammon cannot necessarily use similar or identical items that he just happens to come across.
Avarice: This minor artifact is an elaborate, bejeweled dagger easily worth at least 100,000 gp. Mammon often wears it from a necklace around his neck, but rarely uses it since that requires that he engages in melee, something he loathes. Avarice is a large +6 lawful unholy dagger.
Greed's Breath: Greed's Breath is Mammon’s weapon of choice since he can attack with it from a considerable distance. This beautifully carved and decorated composite longbow generates its own arrows when drawn and almost never misses. Greed's Breath is a huge +6 unerring accuracy unholy composite longbow (+5).
Possessions: One of the most covetous beings in Creation, Mammon wants to own and possess everything, even if it has no value to him but means something of importance to others. As such, Mammon has access to every mundane and magical item (save artifacts) listed in the Player's Handbook, the Dungeon Master's Guide, and any other source allowed by the DM. In most cases, he did not procure these items himself, and so cannot use many of them. Still, he has a very thorough ledger of each item, from whence it came, and what it can do.
If greed had a face, it would be Mammon's, the Lord of the Third. There are few beings in the Cosmos more covetous than Mammon, and none can claim to have as much in their personal hoard as he, not even the Dragon Queen, Tiamat.
Mammon's past is an enigma. Many texts claim that he was once a powerful Celestial, either a Solar or Planetar, who was part of the Great Fall along with Eblis, Triel, and Moloch. Yet, others scoff at such a notion, pointing to the fact that the historical lines of allegiances in Hell have been drawn along the fallen Celestials against the former Infernals or Devils, among whose number Mammon once constituted. Before The Reckoning, Mammon was an ally, albeit untrustworthy one, to Dispater, Geryon, and Mephistopheles. When The Reckoning ended with all of the Lords defeated and Asmodeus triumphant (yet again), Mammon, who had already betrayed his allies during the course of the conflict, further debased himself by groveling at Asmodeus' feet and was the first to regain his fiefdom in Minauros. Since, Mammon is not considered an ally to Dispater or Mephistopheles, who both would like to destroy him for his (not unexpected) treachery.
The truth of Mammon's heritage will likely remain a mystery, as the Lord of Greed does not discuss it. Mammon would rather talk about money, wealth, interest, and acquisition. This interest in wealth has often caused Mammon to be confused with his former ally, Dispater. Many scholars and sages have always viewed Dispater as being interested in the acquisition of wealth and many have had difficulty distinguishing him from Mammon. However, the difference between the two Lords is simple enough. Dispater is the personification of the corrupt business man who seeks to increase his wealth, political power, and military power through doing as little work as possible while hiding behind rules and laws, his servants accomplishing all of the work with little or no gain of their own. He supports conservative practices that maintain the status quo with him on the top. In contrast, Mammon represents the power and greed of the State that overtaxes, always has a share to take, and is never satisfied. He is the ultimate glutton, often claiming that his need for more wealth will eventually trickle down to benefit others, when all he does in hoard it for himself. Mammon is uninterested in business and could care less how he receives his "share" as long as he receives it. He is not above stealing to increase his holding, and is more than willing to get his hands dirty to do so. Dispater is the faceless, iron-shod corporation, while Mammon is the money hungry State.
Of course, Mammon loves to spend his money and often enters bets and wagers. If he can't win, Mammon will cheat, and if in cheating he losses, he beats a hasty retreat to avoid repaying, claiming that he needs to process the winning. One of Mammon's favorite past-times has been hunting, on which he often bets. Many scholars have cited that Mammon hunts himself, but this is not entirely true. Mammon rarely rides a horse (or in Hell, a Nightmare), but sits in an elaborate open carriage pulled by Nightmares, where he watches his servants hunt (with him sitting back and helping them cheat). In the past, Mammon used to bring his former consort, Glasya, the daughter of Asmodeus, with him to these hunts and many other events. What these two horrible creatures saw in each other is simple enough to determine; Glasya desired Mammon's considerable wealth, and Mammon was obsessed with Glasya's background and connection to Hell's ultimate power. In the end, this tumultuous affair ended with the aftermath of The Reckoning when Asmodeus forbade Glasya to return to Minauros as he had new plans for his willful daughter.
Mammon rules from Minauros, the Sinking City. Mammon takes no time to shore up the city's foundation, believing that he will one day rule another layer. Rumors abound that Minauros sinks because of the tremendous weight of Mammon's hoard.
Mammon appears like a plump Infernal with a large, toothy smile and red moustache and goatee. His skin is a shimmering reddish gold, and his short red horns and talons are capped with diamond studs. He often wears an elaborately designed tunic that descends from below his ample stomach and stop over his cloven hoofed feet. His huge wings glow a warm golden color from the coins he's had grafted to them, their weight having no apparent effect on Mammon's ability to fly with surprising speed. He speaks with a supreme amount of arrogance in a high-pitched, grating voice.