19 (natural armor)
253 (22d10+132)
walk 30 ft.
Dex +11, Con +13, Wis +11, Cha +13
Deception +13, Intimidation +13, Perception +11
cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
fire, poison
charmed, exhaustion, frightened, poisoned
darkvision 120 ft.
all, telepathy 120 ft.
21
If Moloch fails a saving throw, he can choose to succeed instead.
Moloch has advantage on saving throws against spells and other magical effects.
Moloch's weapon attacks are magical.
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.
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)
Moloch makes three attacks: one with his bite, one with his claw, and one with his whip.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
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.
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.
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.
Moloch casts stinking cloud.
Moloch uses his Teleport action.
Moloch makes one attack with his whip.
19 (natural armor)
253 (22d10 + 132)
walk 30 ft.
Dex +11, Con +13, Wis +11, Cha +13
Deception +13, Intimidation +13, Perception +11
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
fire, poison
charmed, exhaustion, frightened, poisoned
darkvision 120 ft.
all, telepathy 120 ft.
21
+7
If Moloch fails a saving throw, he can choose to succeed instead.
Moloch has advantage on saving throws against spells and other magical effects.
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.
Moloch makes one Bite attack, one Claw attack, and one Many-Tailed Whip attack.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) fire damage.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) force damage.
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.
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.
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
Moloch teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
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.
Moloch makes one Bite, Claw, or Many-Tailed Whip attack.
Moloch uses Teleport.
Moloch uses Spellcasting.