Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Updates: Monstrous Compendium
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="dave2008" data-source="post: 8004370" data-attributes="member: 83242"><p>[ATTACH=full]141154[/ATTACH]</p><p><a href="https://www.deviantart.com/trollfeetwalker/art/Hashut-884482995" target="_blank">Hashut </a>by Trollfeetwalker</p><p></p><table style='width: 100%'><tr><td><strong><span style="font-size: 22px">Moloch (WIP)</span></strong></td><td><strong>Challenge</strong> 23</td></tr><tr><td><em>Large fiend (archdevil), lawful evil</em></td><td>100,000 Elite XP</td></tr></table><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Armor Class</strong> 22 (Natural Armor)</p><p><strong>Hit Points</strong> 550 (44d10 + 308; bloodied 275)</p><p><strong>Speed </strong>60 ft.</p><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>26 (+8)</td><td>20 (+5)</td><td>24 (+7)</td><td>21 (+5)</td><td>20 (+5)</td><td>24 (+7)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Saving Throws</strong> Dex +14, Con +14, Wis +12, Cha +14</p><p><strong>Skills </strong>athletics +15, deception +14, intimidation +14, perception +12</p><p><strong>Damage Resistances </strong>cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered</p><p><strong>Damage Immunities</strong> fire, poison</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened, poisoned</p><p><strong>Senses </strong>truesight 240 ft., Passive Perception 22</p><p><strong>Languages </strong>all, telepathy 120 ft.</p><p><strong>Proficiency Bonus</strong> +7 <strong>Maneuver DC</strong> 23</p><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong><em>Outcast's Fury (Elite Trait; 1/Rest). </em></strong>If Moloch is bloodied, two large wings erupt from his back, he gains a flying speed of 120, all conditions and effects he is suffering end for him, all of his abilities recharge, he can use his Elite Actions for 1 hour, and he immediately uses his Wing Attack Elite Action.</p><p></p><p><em><strong>Banishment.</strong></em> When Moloch drops to 0 hit points, and he is not in Hell, his body is destroyed but his essence travels back to his domain in Hell, and is unable to take physical form for a time.</p><p></p><p><strong><em>Infernal Might. </em></strong>While in Hell, Moloch's attacks ignore all resistances of creatures with less than 16 hit dice and he scores a critical hit on a roll of 19 or greater.</p><p></p><p><strong><em>Limited Magic Immunity.</em></strong> Unless he wishes to be affected, Moloch is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Moloch has disadvantage on the attack roll.</p><p></p><p><strong><u><span style="font-size: 18px">ACTIONS</span></u></strong></p><p><strong><em>Multiattack.</em></strong> Moloch makes a Bite attack. He then makes two attacks: any combination of Claw or Whip attacks.</p><p></p><p><em><strong>Bite. </strong>Melee Weapon Attack:</em> +15 to hit, reach 5 ft., one grappled or incapacitated target. Hit: 18 (3d6 + 8) piercing damage and 14 (4d6) fire damage.</p><p></p><p><em><strong>Claw. </strong>Melee Weapon Attack: </em>+15 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 8) magical slashing damage plus 9 (2d6) fire damage and the target must make a DC 23 Strength saving throw or be grappled.</p><p></p><p><em><strong>Many-Tailed Whip. </strong>Melee Weapon Attack:</em> +17 to hit, reach 30 ft., one target. Hit: 15 (2d4 + 10) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.</p><p></p><p><em><strong>Breath of Despair (Recharge 5-6).</strong></em> Moloch exhales in a 60-foot cube. Each creature in that area must succeed on a DC 22 Wisdom saving throw or take 44 (8d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, Moloch has advantage on attacks against the creature. 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.</p><p></p><p><em><strong>Innate Spellcasting.</strong></em> Moloch’s innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:</p><p></p><p>At will: <a href="https://www.dndbeyond.com/spells/alter-self" target="_blank"><em>alter self</em></a> (can become Medium when changing his appearance), <a href="https://www.dndbeyond.com/spells/confusion" target="_blank"><em>confusion</em></a><em>, <a href="https://www.dndbeyond.com/spells/detect-magic" target="_blank">detect magic</a>, <a href="https://www.dndbeyond.com/spells/fly" target="_blank">fly</a>, <a href="https://www.dndbeyond.com/spells/major-image" target="_blank">major image</a>, <a href="https://www.dndbeyond.com/spells/stinking-cloud" target="_blank">stinking cloud</a>, </em><a href="https://www.dndbeyond.com/spells/suggestion" target="_blank"><em>suggestion</em></a><em>, <a href="https://www.dndbeyond.com/spells/wall-of-fire" target="_blank">wall of fire</a></em></p><p>1/day each:<a href="https://www.dndbeyond.com/spells/flame-strike" target="_blank"> <em>flame strike</em></a><em>, </em><a href="https://www.dndbeyond.com/spells/symbol" target="_blank"><em>symbol </em></a><em>(stunning only)</em></p><p></p><p>[spoiler=Spells]</p><p><strong><em>Flame Strike (5th level Spell). </em></strong>A vertical column of fire, a cylinder 40-feet high with a 10-foot radius, roars up from the depths of Hell originating from a point Moloch can see within 60 feet of him. Each creature in the area must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.</p><p>[/spoiler]</p><p></p><p><strong><em>Summon Devil (1/day).</em></strong> Moloch magically summons one of the following types of devils: 2d6 bearded devils, 1d8 chain devils, or 1d6 barbed devils.</p><p></p><p><em><strong>Teleport.</strong></em> Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.</p><p></p><p><strong><u><span style="font-size: 18px">LEGENDARY ACTIONS</span></u></strong></p><p>Moloch can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Moloch regains spent legendary actions at the start of his turn.</p><p></p><p><strong>Attack.</strong> Moloch makes a Bite, Claw, or Whip attack.</p><p><strong>Stinking Cloud. </strong>Moloch casts stinking cloud.</p><p><strong>Teleport. </strong>Moloch uses his Teleport action.</p><p><strong>Elite Recovery. </strong>Mammon ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while <a href="https://a5e.tools/rules/conditions" target="_blank">unconscious</a> or <a href="https://a5e.tools/rules/conditions" target="_blank">incapacitated</a>.</p><p><strong>Regenerate.</strong> Moloch regains 30 hit points.</p><p><strong>Cast a Spell (Cost 2 Actions). </strong>Moloch casts a spell.</p><p><strong>Combo Attack (Elite Action; Cost 2 Actions).</strong> Moloch makes a whip attack. If the attack is a hit and he pulls the target into range, he can make a Claw attack with advantage against the same target.</p><p><strong>Wing Attack (Elite Action; Cost 2 actions).</strong> Moloch beats his wings. Each creature within 10 feet of Moloch must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeon damage and be knocked prone. Moloch can then fly up to half his flying speed without provoking opportunity attacks.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8004370, member: 83242"] [ATTACH type="full" alt="1627211652961.png"]141154[/ATTACH] [URL='https://www.deviantart.com/trollfeetwalker/art/Hashut-884482995']Hashut [/URL]by Trollfeetwalker [TABLE] [TR] [TD][B][SIZE=6]Moloch (WIP)[/SIZE][/B][/TD] [TD][B]Challenge[/B] 23[/TD] [/TR] [TR] [TD][I]Large fiend (archdevil), lawful evil[/I][/TD] [TD]100,000 Elite XP[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Armor Class[/B] 22 (Natural Armor) [B]Hit Points[/B] 550 (44d10 + 308; bloodied 275) [B]Speed [/B]60 ft. [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]26 (+8)[/TD] [TD]20 (+5)[/TD] [TD]24 (+7)[/TD] [TD]21 (+5)[/TD] [TD]20 (+5)[/TD] [TD]24 (+7)[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Saving Throws[/B] Dex +14, Con +14, Wis +12, Cha +14 [B]Skills [/B]athletics +15, deception +14, intimidation +14, perception +12 [B]Damage Resistances [/B]cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered [B]Damage Immunities[/B] fire, poison [B]Condition Immunities[/B] charmed, exhaustion, frightened, poisoned [B]Senses [/B]truesight 240 ft., Passive Perception 22 [B]Languages [/B]all, telepathy 120 ft. [B]Proficiency Bonus[/B] +7 [B]Maneuver DC[/B] 23 [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B][I]Outcast's Fury (Elite Trait; 1/Rest). [/I][/B]If Moloch is bloodied, two large wings erupt from his back, he gains a flying speed of 120, all conditions and effects he is suffering end for him, all of his abilities recharge, he can use his Elite Actions for 1 hour, and he immediately uses his Wing Attack Elite Action. [I][B]Banishment.[/B][/I] When Moloch drops to 0 hit points, and he is not in Hell, his body is destroyed but his essence travels back to his domain in Hell, and is unable to take physical form for a time. [B][I]Infernal Might. [/I][/B]While in Hell, Moloch's attacks ignore all resistances of creatures with less than 16 hit dice and he scores a critical hit on a roll of 19 or greater. [B][I]Limited Magic Immunity.[/I][/B] Unless he wishes to be affected, Moloch is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Moloch has disadvantage on the attack roll. [B][U][SIZE=5]ACTIONS[/SIZE][/U] [I]Multiattack.[/I][/B] Moloch makes a Bite attack. He then makes two attacks: any combination of Claw or Whip attacks. [I][B]Bite. [/B]Melee Weapon Attack:[/I] +15 to hit, reach 5 ft., one grappled or incapacitated target. Hit: 18 (3d6 + 8) piercing damage and 14 (4d6) fire damage. [I][B]Claw. [/B]Melee Weapon Attack: [/I]+15 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 8) magical slashing damage plus 9 (2d6) fire damage and the target must make a DC 23 Strength saving throw or be grappled. [I][B]Many-Tailed Whip. [/B]Melee Weapon Attack:[/I] +17 to hit, reach 30 ft., one target. Hit: 15 (2d4 + 10) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch. [I][B]Breath of Despair (Recharge 5-6).[/B][/I] Moloch exhales in a 60-foot cube. Each creature in that area must succeed on a DC 22 Wisdom saving throw or take 44 (8d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, Moloch has advantage on attacks against the creature. 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. [I][B]Innate Spellcasting.[/B][/I] Moloch’s innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components: At will: [URL='https://www.dndbeyond.com/spells/alter-self'][I]alter self[/I][/URL] (can become Medium when changing his appearance), [URL='https://www.dndbeyond.com/spells/confusion'][I]confusion[/I][/URL][I], [URL='https://www.dndbeyond.com/spells/detect-magic']detect magic[/URL], [URL='https://www.dndbeyond.com/spells/fly']fly[/URL], [URL='https://www.dndbeyond.com/spells/major-image']major image[/URL], [URL='https://www.dndbeyond.com/spells/stinking-cloud']stinking cloud[/URL], [/I][URL='https://www.dndbeyond.com/spells/suggestion'][I]suggestion[/I][/URL][I], [URL='https://www.dndbeyond.com/spells/wall-of-fire']wall of fire[/URL][/I] 1/day each:[URL='https://www.dndbeyond.com/spells/flame-strike'] [I]flame strike[/I][/URL][I], [/I][URL='https://www.dndbeyond.com/spells/symbol'][I]symbol [/I][/URL][I](stunning only)[/I] [spoiler=Spells] [B][I]Flame Strike (5th level Spell). [/I][/B]A vertical column of fire, a cylinder 40-feet high with a 10-foot radius, roars up from the depths of Hell originating from a point Moloch can see within 60 feet of him. Each creature in the area must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. [/spoiler] [B][I]Summon Devil (1/day).[/I][/B] Moloch magically summons one of the following types of devils: 2d6 bearded devils, 1d8 chain devils, or 1d6 barbed devils. [I][B]Teleport.[/B][/I] Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. [B][U][SIZE=5]LEGENDARY ACTIONS[/SIZE][/U][/B] Moloch can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Moloch regains spent legendary actions at the start of his turn. [B]Attack.[/B] Moloch makes a Bite, Claw, or Whip attack. [B]Stinking Cloud. [/B]Moloch casts stinking cloud. [B]Teleport. [/B]Moloch uses his Teleport action. [B]Elite Recovery. [/B]Mammon ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while [URL='https://a5e.tools/rules/conditions']unconscious[/URL] or [URL='https://a5e.tools/rules/conditions']incapacitated[/URL]. [B]Regenerate.[/B] Moloch regains 30 hit points. [B]Cast a Spell (Cost 2 Actions). [/B]Moloch casts a spell. [B]Combo Attack (Elite Action; Cost 2 Actions).[/B] Moloch makes a whip attack. If the attack is a hit and he pulls the target into range, he can make a Claw attack with advantage against the same target. [B]Wing Attack (Elite Action; Cost 2 actions).[/B] Moloch beats his wings. Each creature within 10 feet of Moloch must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeon damage and be knocked prone. Moloch can then fly up to half his flying speed without provoking opportunity attacks. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Updates: Monstrous Compendium
Top