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.
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.
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
Moloch casts stinking cloud.
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)