Mamot by Paladin
Medium Outsider (Evil)
Hit Dice: 5d8+23 (45 hp)
Initiative: +1 (+1 Dex)
Speed: 20 ft. (4 squares), fly 30 ft. (poor)in banded mail armor; base speed 30 ft. fly 40 ft.
Armor Class: 17 (+1 Dex, +6 banded mail armor), touch 11, flat-footed 16
Base Attack/Grapple: +5/+10
Attack: Claw +10 melee (1d4 +5)
Full Attack: Claw +10 melee (1d4 +5) and hooves +5 melee (1d6 +2) and tail +5 melee (1d6 +2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frightful presence, summon
Special Qualities: Darkvision 60ft., detect evil, detect good, flight, outsider traits
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 20, Dex 21, Con 19, Int 15, Wis 13, Cha 15
Skills: Appraise +9, Balance -5, Bluff +11, Climb -1, Disguise +6, Escape Artist +2, Heal +6, Hide -5, Intimidate +11, Jump -1, Knowledge (the planes) +12, Listen +6, Move Silently -5, Sleight of Hand -5, Spot +6, Swim -7, Tumble -5
Feats: Persuasive,Toughness

Environment: Baator
Organization: Solitary
Challenge Rating: 6
Treasure: Double Standard
Alignment: Usually lawful evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -


Greedy and selfish, Mamots are often found at the status of lesser nobility in the hierarchy of the Nine Hells.

For the most part, mamots follow the general image one conjures up in an attempt to visualize a devil. They are vaguely humanoid, however, their flesh has a reddish coloration and a slightly scaly texture. Mamots have large black, bat-like wings, and hooves like those of goats. They also have long, sinuous tails terminating in sharp, spade-like points. Mamots have no horns, however, these features being replaced by a luxuriously thick head of dark hair.

Mamots, being creatures of hedonism, often wear beautifully crafted pieces of armor aroud their chests and abdomens. Strangely, when not involved in battle, mamots are somewhat pleasing in appearance by most humanoid standards.

Mamots enjoy the good life when it comes to food, and often send raiding parties of lesser baatezu into the mortal realm to fetch fine meats and wine. However, if confronted in its own territory, a mamot has little qualm in eating the flesh of its enemies.

Mamots rarely travel away from the planes of the Nine Hells, prefering to stay in the relative comfort of their palatial estates. When one is encountered on the mortal realm it is usually performing a task set before it by one of its lords., For the most part, mamots follow the general image one conjures up in an attempt to visualize a devil. They are vaguely humanoid, however, their flesh has a reddish coloration and a slightly scaly texture. Mamots have large black, bat-like wings, and hooves like those of goats. They also have long, sinuous tails terminating in sharp, spade-like points. Mamots have no horns, however, these features being replaced by a luxuriously thick head of dark hair.

Mamots, being creatures of hedonism, often wear beautifully crafted pieces of armor aroud their chests and abdomens. Strangely, when not involved in battle, mamots are somewhat pleasing in appearance by most humanoid standards.

Mamots enjoy the good life when it comes to food, and often send raiding parties of lesser baatezu into the mortal realm to fetch fine meats and wine. However, if confronted in its own territory, a mamot has little qualm in eating the flesh of its enemies.

Mamots rarely travel away from the planes of the Nine Hells, prefering to stay in the relative comfort of their palatial estates. When one is encountered on the mortal realm it is usually performing a task set before it by one of its lords.

Combat
Mamots are generally relative cowards when it comes to battle, preferring to summon lesser baatezu (e.g. advespas, aminizus) to its aid when under attack (if such baatezu are not already accompanying it). If sucessful in performing a summoning monster spell, a mammot can summon forth 1d6 advespas or 1d4 aminizus to fight alongside it once per day.

If without backup, a mamot will first try to scare away its enemies through use of its frightful presence ability (through snarling, growling, and general verbal and physical threats). This ability may be negated with a Will save of 48 or more. If the mamot cannot successfully scare its enemies away, it will resort to more common forms of attack (clawing, kicking with its hooves, and slashing with its tail).


Frightful Presence (Ex): This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature’s racial HD + frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Summon (Sp): A creature with the summon ability can summon specific other creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature that has just been summoned cannot use its own summon ability for 1 hour. Most creatures with the ability to summon do not use it lightly, since it leaves them beholden to the summoned creature. In general, they use it only when necessary to save their own lives. An appropriate spell level is given for each summoning ability for purposes of Concentration checks and attempts to dispel the summoned creature. No experience points are awarded for summoned monsters.
Detect Evil (Sp): This special ability duplicates the effects of a detect good spell. It can usually be cast at will.
Detect Good (Sp): This special ability duplicates the effects of a detect good spell. It can usually be cast at will.
Flight (Ex): A creature with this ability can cease or resume flight as a free action.

An outsider possesses the following traits (unless otherwise noted in a creature's entry).

  • Unlike most other living creatures, an outsider does not have a dual nature-its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
  • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

    Evil Subtype: A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned.

    Society
    Mamots in their realms live in relative splendor, surrounded by good foods and treasures accumulated from deceased enemies. In their estates, mamots usually have an honor guard of 1d8 advespas and/or 1d6 aminizus available to them without need of summoning.

    Mamots will actively seek the service of mortals if they feel they can successfully control the given beings. Usually if a group of mortals is contacted by a mamot (or a lesser baatezu proxy) it will be to either assist in performing a task for a greater devil, to locate and accumulate a magical item on the mortal realm (or other form of treasure) for the mamot, or to help the mamot in a feud against another of its kind.

    Unless otherwise specified, mamots speak Infernal, Common, and Draconic.

    This creature has not yet been play tested.
    This is not a kender type creature.

     



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