Sources
CR
Type
Size
Alignment
Movement

Moloch

Large Fiend (devil), Lawful Evil

Armor Class 19 (natural armor)
Hit Points 253 (22d10 + 132)
Speed 30 ft.
STR
26
+8
DEX
19
+4
CON
22
+6
INT
21
+5
WIS
18
+4
CHA
23
+6
Saving Throws DEX +11, CON +13, WIS +11, CHA +13
Skills Deception +13, Intimidation +13, Perception +11
Damage Resistances cold; bludgeoning, piercing, slashing, from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses darkvision 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)

Traits

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.

Regeneration. Moloch regains 20 hit points 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 hit points and doesn't regenerate.

Spellcasting

Spellcasting. Moloch casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):

At will: alter self (can become Medium when changing his appearance), confusion, detect magic, fly, major image, stinking cloud, suggestion, wall of fire

Actions

Multiattack. Moloch makes one Bite attack, one Claw attack, and one Many-Tailed Whip attack.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit:26 (4d8 + 8) fire damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit:17 (2d8 + 8) force damage.

Many-Tailed Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit:13 (2d4 + 8) lightning damage plus 11 (2d10) thunder damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.

Breath of Despair (Recharge 5–6). Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) 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.

Teleport. Moloch teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

Attack. Moloch makes one Bite, Claw, or Many-Tailed Whip attack.

Teleport. Moloch uses Teleport.

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

Lore

Moloch obsesses over the power he lost, rather than thinking of the power he could gain elsewhere in the planes. What a pity he so wastes his potential.