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  1. Characters
Archdevil
NPC

Moloch

Size
Large
Monster Race
Fiend (devil)
Alignment
Lawful Evil
Armor Class
19 (natural armor)
Hit Points
253 (22d10 +132)
Speed
6m

Attributes

STR
26 (+8)
DEX
19 (+4)
CON
22 (+6)
INT
21 (+5)
WIS
18 (+4)
CHA
23 (+6)

Features

Saving Throws
Dex +11, Con +13, Wis +11, Cha +13
Skills
Deception +13, Intimidation +13, Perception +11
Damage Resistance
Cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities
Fire, poison
Condition Immunities
Charmed, exhaustion, frightened, poisoned
Senses
Darkvision 24m, passive perception 21
Languages
All, telepathy 24m
Challenge
21 (33,000 XP)

Abilities

Innate Spellcasting
Moloch’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:

At will: Alter Self (can become Medium when changing his appearance), Animate Dead, Burning Hands (as a 7th-level spell), Confusion, Detect Magic, Fly, Geas , Major Image , Stinking Cloud, Suggestion, Wall of Fire
1/day each: Flame Strike , Symbol (stunning only)
Legendary Resistance (3/Day)
If Moloch fails a saving throw, he can choose to succeed instead.
Magic Resistance
Moloch has advantage on saving throws against spells and other magical effects.
Magic Weapons
Moloch’s weapon attacks are magical.
Regeneration
Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack
Moloch makes three attacks: one with his bite, one with his claw, and one with his whip.
Bite
Melee Weapon Attack: +15 to hit, reach 1m, one target. Hit: 26 (4d8 + 8) piercing damage.
Claw
Melee Weapon Attack: +15 to hit, reach 2m, one target. Hit: 17 (2d8 + 8) slashing damage.
Many-Tailed Whip
Melee Weapon Attack: +15 to hit, reach 6m, one target. Hit: 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 6m in a straight line toward Moloch.
Breath of Despair (Recharge 5–6)
Moloch exhales in a 6m cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. If the creature ends its turn in a location where it doesn’t have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends.
Teleport
Moloch magically teleports, along with any equipment he is wearing and carrying, up to 24m to an unoccupied space he can see

Legendary Actions

Description
Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Moloch regains spent legendary actions at the start of his turn.
Stinking Cloud
Moloch casts Stinking Cloud.
Teleport
Moloch uses his Teleport action.
Whip
Moloch makes one attack with his whip.