THE SHARED REFERENCE Adventurer

Monster

Moloch

Outside your table’s allowed sources

Official reference · MTF · 2014

Creature type
Fiend
Size
Large
Armor class
19 (natural armor)
Hit points
253 (22d10 + 132)
Speed
Walk 30 ft.
Challenge rating
21
Alignment
Lawful Evil
Strength
26
Dexterity
19
Constitution
22
Intelligence
21
Wisdom
18
Charisma
23
Passive Perception
21
Saving Throws
dex: +11; con: +13; wis: +11; cha: +13
Skills
deception: +13; intimidation: +13; perception: +11
Senses
darkvision 120 ft.
Languages
all, telepathy 120 ft.
Resistances
cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
Immunities
fire, poison
Condition Immunities
charmed, exhaustion, frightened, poisoned

Traits

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 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage.

Claw

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

Many-Tailed Whip

Melee Weapon Attack: +15 to hit, reach 30 ft., 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 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 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 120 feet to an unoccupied space he can see.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Stinking Cloud

Moloch casts stinking cloud.

Teleport

Moloch uses his Teleport action.

Whip

Moloch makes one attack with his whip.

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)

Quick preview