Moloch

Large Fiend (devil), Lawful Evil
MPMM

AC 19 (natural armor)

HP 253 (22d10 + 132)

Speed 30 ft.

STR

26 (+8)

Save +8

DEX

19 (+4)

Save +11

CON

22 (+6)

Save +13

INT

21 (+5)

Save +5

WIS

18 (+4)

Save +11

CHA

23 (+6)

Save +13

Saving Throws DEX +11, CON +13, WIS +11, CHA +13

Skills Deception +13, Intimidation +13, Perception +11

Resistances Cold; Bludgeoning, Piercing, Slashing (from nonmagical attacks that aren't silvered)

Immunities Fire; Poison

Condition Immunities Charmed, Exhaustion, Frightened, Poisoned

Senses darkvision 120 ft., Passive Perception 21

Languages all, telepathy 120 ft.

CR 21

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.

Actions

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

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

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

Many-Tailed Whip. 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 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.

Breath of Despair (Recharge 5+). Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a 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.