Kryx RPGThemesCreatures


Large fiend (devil)


Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities burning, charmed, exhausted, frightened, poisoned

Speed 5 m.
Skills Coercion +13 (24), Deception +13 (24), Divinity (Cha) +13 (24), Insight +4 (15), Perception +11 (22)
Senses darkvision 20 m.
Languages all, telepathy 20 m.

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 health 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 health and doesn’t regenerate.

Spellcasting. The moloch uses Divinity (Cha) to cast spells (spell save Difficulty 21, +13 to hit with spell attacks). It has 20 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: alter self (can become Medium when changing his appearance), animate dead, [burning hands](/spells/burning-hands) (augmented to 3 mana), confusion, detect magic, geas, image (augmented to major image), levitate (augmented to fly), stinking cloud, suggestion, wall of fire

3 mana: symbol of stunning

Actions (2)

Bite (1/turn). Melee Weapon Attack: +15 to hit, reach 1 m. Hit: 26 (4d8 + 8) piercing damage.

Claw (1/turn). Melee Weapon Attack: +15 to hit, reach 2 m. Hit: 17 (2d8 + 8) slashing damage.

Many-Tailed Whip (1/turn). Melee Weapon Attack: +15 to hit, reach 9 m. Hit: 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a Difficulty 23 Reflex saving throw or be pulled up to 5 meters in a straight line toward Moloch.

Breath of Despair (Recharge 5–6). Moloch exhales in a 5-meter cone or line. Each creature in that area must succeed on a Difficulty 21 Will 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 use 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 use 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 (1/turn). Moloch magically teleports, along with any equipment he is wearing and carrying, up to 20 meters to an unoccupied space he can see.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The moloch regains spent legendary actions at the start of its turn.

Stinking Cloud. Moloch casts stinking cloud.

Teleport. Moloch uses his Teleport action.

Whip. Moloch makes one attack with his whip.


No concoctions, maneuvers, or spells

All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via