Molydeus

Huge fiend (demon), Chaotic Evil

Armor Class

19 (natural armor)

Hit Points

216 (16d12+112)

Speed

walk 40 ft.

Saves

Str +16, Con +14, Wis +14, Cha +14

Skills

Perception +21

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

blinded, charmed, deafened, frightened, poisoned, stunned

Senses

truesight 120 ft.

Languages

Abyssal, telepathy 120 ft.

Challenge

21

Legendary Resistance (3/Day)

If the molydeus fails a saving throw, it can choose to succeed instead.

Magic Resistance

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

Magic Weapons

The molydeus's weapon attacks are magical.

Innate Spellcasting

The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components: • At will: dispel magic, polymorph, telekinesis, teleport • 1/Day: imprisonment • 3/Day: lightning bolt

Actions

Multiattack

The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite.

Demonic Weapon

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit.

Wolf Bite

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage.

Snakebite

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 12 (1d6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell.

Variant: Demon Summoning

You can give a molydeus the ability to summon other demons. Summon Demon (1/Day). As an action, the molydeus has a 50 percent chance of summoning its choice of 1d6 babaus, 1d4 chasme, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can't summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action.

Legendary actions

Legendary Actions (3/Turn)

The fiend (demon) 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. The fiend (demon) regains spent legendary actions at the start of its turn.

Attack

The molydeus makes one attack, either with its demonic weapon or with its snakebite.

Move

The molydeus moves without provoking opportunity attacks.

Cast a Spell

The molydeus casts one spell from its Innate Spellcasting trait.

Molydeus

Huge fiend (demon), typically chaotic evil

Armor Class

19 (natural armor)

Hit Points

216 (16d12 + 112)

Speed

walk 40 ft.

Saves

Str +16, Con +14, Wis +14, Cha +14

Skills

Perception +21

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

blinded, charmed, deafened, frightened, poisoned, stunned

Senses

truesight 120 ft.

Languages

Abyssal, telepathy 120 ft.

Challenge

21

Proficiency Bonus

+7

Legendary Resistance (3/Day)

If the molydeus fails a saving throw, it can choose to succeed instead.

Magic Resistance

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

Actions

Multiattack

The molydeus makes one Demonic Weapon attack, one Snakebite attack, and one Wolf Bite attack.

Demonic Weapon

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 35 (4d12 + 9) force damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 (6d8) force damage from the hit.

Snakebite

Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 16 (2d6 + 9) poison damage. The target must succeed on a DC 22 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell.

Wolf Bite

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) necrotic damage.

Spellcasting

The molydeus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22): • At will: dispel magic, polymorph, telekinesis, teleport • 3/Day: lightning bolt

Legendary actions

Legendary Actions (3/Turn)

The molydeus 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. The molydeus regains spent legendary actions at the start of its turn.

Attack

The molydeus makes one Demonic Weapon or Snakebite attack.

Move

The molydeus moves without provoking opportunity attacks.

Cast a Spell (Costs 2 Actions)

The molydeus uses Spellcasting.