Kryx RPGThemesMonsters


Large fiend (devil)
21 (33,000 XP)


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

Speed 9 m.
Senses darkvision 35 m., passive Perception 21
Skills Coercion +13, Deception +13, Perception +11
Languages all, telepathy 35 m.

Dashing Strike. If the moloch uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

Innate Spellcasting. Moloch’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells:

At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, geas, image (augmented to major image), levitate (augmented to fly), stinking cloud, suggestion, wall of fire

1/day each: flame strike

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.


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 1.5 m. Hit: 26 (4d8 + 8) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 3 m. Hit: 17 (2d8 + 8) slashing damage.

Many-Tailed Whip. 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 DC 24 Reflex saving throw or be pulled up to 9 meters in a straight line toward Moloch.

Breath of Despair (Recharge 5–6). Moloch exhales in a 9-meters cube. Each creature in that area must succeed on a DC 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 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.

Teleport. Moloch magically teleports, along with any equipment he is wearing and carrying, up to 35 meters to an unoccupied space he can see.

Legendary Actions

The moloch can take 3 legendary actions, choosing from the options below. 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.