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Homebrew

Moloch, the Dread General CR: 24

Huge fiend (devil), lawful evil
Armor Class:
Hit Points:
Speed: 40 ft

STR

28 +9

DEX

19 +4

CON

24 +7

INT

20 +5

WIS

18 +4

CHA

24 +7

Skills: Intimidation +14, Perception +11
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Fire, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Darkvision (Devil's Sight) 120 ft., Passive Perception 21
Languages: All, telepathy 120 ft.
Challenge Rating: 24 ( 62000 (75000 in lair) XP)
Proficiency Bonus: +7
token-moloch.png

Innate Spellcasting. Moloch’s spellcasting ability is Charisma (spell save DC 22). She can cast the following spells, requiring no material components:

At will: command, detect magic, sending (only to devils)

1/day: dominate monster, geas, instant fortress

3/day: flame strike, wall of fire


Traits

Hear Name. Moloch hears her name when spoken, regardless of distance or planar boundaries. If a creature speaks the name “Moloch” aloud thrice within 1 minute (hereafter "the caller"), Moloch learns the caller's name and precise location. Moloch can also perceive through the speaker's senses for up to 60 rounds (10 minutes) while remaining aware of her surroundings. The connection ends early if voluntarily closed by Moloch, requiring no action. Once per long rest, Moloch can cast Flame Strike centered on the caller's location (DC 22 Dexterity saving throw) . She chooses whether the caller is also affected by this spell. Within 1 hour, she may dispatch a lesser devil (CR 5 or lower) to find or punish the caller's location, depending on context in which Moloch's name was spoken.

Commander's Aura. Allied creatures within 60 feet of Moloch that can hear her have advantage on saving throws against being frightened, charmed, or banished. While within Moloch’s aura, they can add her proficiency bonus (+7) to a damage roll once per turn.

Form of Fire. At the start of each of Moloch's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches her or hits her with a melee attack while within 5 feet of her takes 10 (3d6) fire damage. As a reaction when Moloch would take cold damage, she can choose to negate all cold damage from that attack, but doing so causes Form of Fire ability to be negated until the start of his next turn.

Legendary Resistance (3/Day). If Moloch fails a saving throw, she can choose to succeed instead.

Magic Resistance. Moloch has advantage on saving throws against spells and other magical effects.

Spirit of Hellfire. Fire damage dealt by Moloch ignores resistance to fire damage and treats fire Immunity as resistance.

Actions

Multiattack. Moloch makes three Many-Tailed Whip attacks. She can replace one of these attacks with Scorched Earth.  

Many-Tailed Whip. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 14 (2d4 + 9) fire damage plus 11 (2d10) thunder damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.

Scorched Earth. Moloch slams the ground, creating a 15-foot-radius fiery shockwave. Each creature in that area must succeed on a DC 22 Dexterity saving throw or take 17 (5d6) fire damage and be knocked prone.

Breath of Despair (Recharge 5–6). Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 22 Wisdom saving throw or take 33 (6d10) 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.

Bonus Actions

Threat Assessment. Moloch targets a creature within 30 ft of her that she can see. She makes a Wisdom (Insight) check contested by the targeted creature's Charisma (Persuasion or Intimidation) or Strength (Athletics) check. If Moloch wins the contest, the critical threat range of melee weapon attacks she makes against that creature is 19-20 until the end of her turn.

Reactions

Ruthless Discipline. When a creature under Moloch’s command (including dominated, summoned, or charmed allies) disobeys an order, fails to execute a command, or flees, Moloch can use her reaction to discipline that creature. It must make a DC 22 Constitution saving throw or take 14 (4d6) fire damage and be Stunned until the end of their next turn. On a success, the creature takes half damage and is not Stunned.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, Moloch can expend a use to take one of the following actions. Moloch regains all expended uses at the start of each of their turns.

 

Attack. Moloch makes one Many-Tailed Whip attack.

Will of the Warlord. Moloch issues a command on 3 allied creatures of her choice that can hear her. A targeted creature immediately uses its reaction to move up to half its speed, make a single weapon attack, or cast a cantrip.

Cast a Spell (Costs 2 Actions). Moloch uses Spellcasting.

Incinerate the Weak (Costs 2 Actions).Moloch targets a creature she can see within 60 feet that has fewer than 50 hit points. That creature must succeed on a DC 21 Constitution saving throw or be reduced to 0 hit points. On a success, it takes 21 (8d6) fire damage instead.

Lair Actions

Call Reinforcements. 1d4 CR 6 or lower devils (e.g., Barbed Devils, Chain Devils, etc.) teleport into the battle under Moloch's command.   Conscription. Moloch places a magical command on a creature that she can see within range, forcing it to carry out one service or refrain from some action or course of activity as she decides. She can issue any command she chooses, short of an activity that would result in certain death. The target must succeed on a Wisdom saving throw or become charmed by her until the next initiative 20,. While the creature is charmed, it takes 4d6 psychic damage each time it acts in a manner directly counter to Moloch's instructions. A remove curse, greater restoration, or wish can ends the Conscription early.   Hellfire Barrage. Flaming meteors rain in a 40-foot radius. Each enemy in that area must succeed on a DC 21 Dexterity saving throw or take 35 (10d6) fire damage and be knocked prone.


Created by

ArtingStarvist.

Statblock Type

Monster

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