Moloch

Mordenkainen Presents: Monsters of the Multiverse p. 183,

Size
Large
Type
fiend (devil)
Alignment
lawful evil
AC
19 (natural armor)
Hit Points
253 (22d10+132)
Speed
walk 30 ft.
Saving Throws
Dex +11, Con +13, Wis +11, Cha +13
Skills
Deception +13, Intimidation +13, Perception +11
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Immunities
fire, poison
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
darkvision 120 ft.
Passive Perception
21
Languages
all, telepathy 120 ft.
Challenge
21
STR
26
+8
DEX
19
+4
CON
22
+6
INT
21
+5
WIS
18
+4
CHA
23
+6

Traits

Proficiency Bonus

+7

Legendary Resistance (3/Day)

If Moloch fails a saving throw, he can choose to succeed instead.

recharge

3/DAY

Magic Resistance

Moloch has advantage on saving throws against spells and other magical effects.

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 one Bite attack, one Claw attack, and one Many-Tailed Whip attack.

Bite

Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) fire damage.

Claw

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) force damage.

Many-Tailed Whip

Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) lightning damage plus 11 (2d10) thunder damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.

Breath of Despair (Recharge 5-6)

Moloch exhales in a 30-foot 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 of Moloch 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, ending the effect on itself on a success.

recharge

D5

Spellcasting

Moloch casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):

  • At will: alter self (can become Medium when changing his appearance), confusion, detect magic, fly, major image, stinking cloud, suggestion, wall of fire

Teleport

Moloch teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Legendary Actions (3/Turn)

Moloch can take 3 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. Moloch regains spent legendary actions at the start of its turn.

recharge

3/TURN

Attack

Moloch makes one Bite, Claw, or Many-Tailed Whip attack.

Teleport

Moloch uses Teleport.

Cast a Spell (Costs 2 Actions)

Moloch uses Spellcasting.

Spells

alter self, confusion, detect magic, fly, major image, stinking cloud, suggestion, wall of fire

Other data

description