Moloch
Cults on the frontier worlds still burn offerings to Moloch, and a fire large enough can call it through. Moloch is a huge, bull-horned demon lord whose body burns. It fights with horns and fists, and the ground around it catches fire.
- Physiology
- Fiend
- Size
- Huge
- Speed
- 40 ft.
- Armor class
- 20 (natural armor)
- Hit points
- 283 (21d12 + 147)
- Proficiency
- +5
- STR 26 +8 save +13
- DEX 12 +1 save +1
- CON 24 +7 save +12
- INT 16 +3 save +3
- WIS 16 +3 save +8
- CHA 20 +5 save +10
- Skills
- Intimidation +10 , Perception +8
- Passive Perception
- 18
- Senses
- darkvision 120 ft., telepathy 120 ft.
- Languages
- Netherspeech
- Damage resistances
- cold, lightning
- Damage immunities
- fire, poison
- Condition immunities
- poisoned
- Found in
- Rift Breach , Magmatic , The Nine Hells
Traits
-
Furnace Body
A creature that touches it or hits it with a melee attack while within 5 feet takes 3d6 fire damage.
-
Legendary Resistance
Three times per day, when it fails a saving throw, it may choose to succeed instead.
-
Burning Ground
The ground within 10 feet of it counts as Burning terrain: a creature that starts its turn there is Burning.
Actions
-
Multiattack
Moloch makes one Gore attack and one Fist attack.
-
Gore
+13 to hit · reach 10 ft.
4d10 + 8 piercing damage
If it moved at least 20 feet straight toward the target first, the target takes an extra 4d10 piercing damage and is knocked Prone.
-
Fist
+13 to hit · reach 10 ft.
3d8 + 8 bludgeoning damage
The target takes an extra 2d6 fire damage.
-
Offering Fire
DC 20 Dexterity save
Moloch sends fire out in a 60-foot cone. Each creature in it makes a Dexterity saving throw, taking 14d6 fire damage and becoming Burning on a failure, or half as much damage on a success. Recharges on a roll of 5 or 6 on a d6.
-
Stamp Legendary
DC 21 Strength save
Each creature within 10 feet makes a Strength saving throw or is knocked Prone.
-
Charge Legendary
This action costs two legendary actions. Moloch moves up to its speed and makes one Gore attack.