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Archdevil Moloch (Mordenkainen's tome of foes preview from Dragon+)
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<blockquote data-quote="Erechel" data-source="post: 7400970" data-attributes="member: 6784868"><p>Exactly.</p><p></p><p></p><p></p><p><em>Find Steed</em>. <em>Find greater steed</em>, if the paladin is Level 13. Most likely, a paladin will be mounting his steed if encounters Moloch on an open ground. Jumping and <em>Misty step</em>, in case that it is a OA or OV paladin, if Moloch is flying at 30 feet. An OV paladin can also cast <em>haste</em> on himself <em>and</em> his steed. A hasted steed can move up to 180 feet (60 feet movement x3). Also, <em>Moonbeam</em> if he is a OA paladin. <em>Protection from Evil and Good</em> and <em>Dispel Magic</em> if it is a OD Paladin (he has the lesser impact). Aura of Warding against spell damage (OA). Vow of Enmity to give advantage to your attacks.(OV). </p><p></p><p>But just find steed will do the trick. And then, if it is a level 20 paladin, things get wores for Moloch: Avenging angel allows flying speed 60 feet (OV). It spends one action, and lasts for an hour. <em>Holy Nimbus</em> does 10 radiant damage against anyone in 30 feet of him. A hasted avenging angel just flies 120 feet per turn, and smites Moloch for 7d8 radiant damage. A level 20 paladin will just smash Moloch. And I'm not counting any magic weapons or items or even <em>feats</em>.</p><p></p><p></p><p></p><p>Wizard don't do damage against fiends... he just buffs his allies and control the battlefield. Haste. Enchant weapon. Fly. Summons. Cleric will do the same. Except when he doesn't, and he just fires guiding bolts for 9d6 against Moloch. And probably hits. Paladin could even cast Crusader's mantle, to grant the rogue's radiant damage, so the rogue can attack Moloch with radiant damage. A level 20 party will just be much, much better at doing this. A level 12 party could take Moloch with some effort, nevertheless.</p><p></p><p></p><p></p><p></p><p>Moloch hasn't many followers or resources, for that matter. Divine Sense will allow a paladin to detect a fiend in a pinch. He will have probably zombies or low level minions for meatshields, and a respectable party can deal with them hastily. If not... they aren't just fighting Moloch, but their minions</p><p></p><p></p><p></p><p>Champions have Indomitable. Halflings have advantage against fear. Fighters and rogues have more ASI, and they could get feats such as Resilient. Berserkers have Mindless Rage. Clerics and Wizards have proficiency on Wisdom saves. Clerics can grant Bless and Calm emotions. Bards can pick anything they want (like Crusader's Mantle), and they are also excelent at buffing their allies. Fighters are just perfect damage dealers against Moloch: improved criticals, maneuvers or spells combined with ASI and feats. Warlocks are just incredibly damaging. Just imagine an Armor of Agathys at level 5: Magic Resistance is useless against it. A ranger has good attacks <em>and</em> spellcasting. 250 damage is something my fighter could do in 4 rounds, and he is level 5 (buffs+maneuvers+fighting style+Action Surge 2 attacks). </p><p></p><p>Heck, my Fighter can <em>grapple</em> the fiend, and he won't be able to resist half of the time (and I don't even have Expertise! When I reach level 6 Prodigy will allow me to be <em>better</em> than him at grappling; although my Bard friends usually improve my Skill checks with Bardic Inspiration. Better. A measley level 6 fighter. Imagine my character in 6 levels, when he hits 3 times per round. Funny thing, thanks to the Alert feat, my Borivik will probably win Initiative, and will <em>never </em> be surprised. And I've dumped Dexterity <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>In conclusion, I'm not saying that it is a walk in the park. I'm very sure my level 5 fighter won't survive against him. But... in 6-7 levels? Hell, yeah. It will be a difficult fight, but possible. Specially if the characters have investigated the demon first. At level 20? Easy. Really easy.</p></blockquote><p></p>
[QUOTE="Erechel, post: 7400970, member: 6784868"] Exactly. [I]Find Steed[/I]. [I]Find greater steed[/I], if the paladin is Level 13. Most likely, a paladin will be mounting his steed if encounters Moloch on an open ground. Jumping and [I]Misty step[/I], in case that it is a OA or OV paladin, if Moloch is flying at 30 feet. An OV paladin can also cast [I]haste[/I] on himself [I]and[/I] his steed. A hasted steed can move up to 180 feet (60 feet movement x3). Also, [I]Moonbeam[/I] if he is a OA paladin. [I]Protection from Evil and Good[/I] and [I]Dispel Magic[/I] if it is a OD Paladin (he has the lesser impact). Aura of Warding against spell damage (OA). Vow of Enmity to give advantage to your attacks.(OV). But just find steed will do the trick. And then, if it is a level 20 paladin, things get wores for Moloch: Avenging angel allows flying speed 60 feet (OV). It spends one action, and lasts for an hour. [I]Holy Nimbus[/I] does 10 radiant damage against anyone in 30 feet of him. A hasted avenging angel just flies 120 feet per turn, and smites Moloch for 7d8 radiant damage. A level 20 paladin will just smash Moloch. And I'm not counting any magic weapons or items or even [I]feats[/I]. Wizard don't do damage against fiends... he just buffs his allies and control the battlefield. Haste. Enchant weapon. Fly. Summons. Cleric will do the same. Except when he doesn't, and he just fires guiding bolts for 9d6 against Moloch. And probably hits. Paladin could even cast Crusader's mantle, to grant the rogue's radiant damage, so the rogue can attack Moloch with radiant damage. A level 20 party will just be much, much better at doing this. A level 12 party could take Moloch with some effort, nevertheless. Moloch hasn't many followers or resources, for that matter. Divine Sense will allow a paladin to detect a fiend in a pinch. He will have probably zombies or low level minions for meatshields, and a respectable party can deal with them hastily. If not... they aren't just fighting Moloch, but their minions Champions have Indomitable. Halflings have advantage against fear. Fighters and rogues have more ASI, and they could get feats such as Resilient. Berserkers have Mindless Rage. Clerics and Wizards have proficiency on Wisdom saves. Clerics can grant Bless and Calm emotions. Bards can pick anything they want (like Crusader's Mantle), and they are also excelent at buffing their allies. Fighters are just perfect damage dealers against Moloch: improved criticals, maneuvers or spells combined with ASI and feats. Warlocks are just incredibly damaging. Just imagine an Armor of Agathys at level 5: Magic Resistance is useless against it. A ranger has good attacks [I]and[/I] spellcasting. 250 damage is something my fighter could do in 4 rounds, and he is level 5 (buffs+maneuvers+fighting style+Action Surge 2 attacks). Heck, my Fighter can [I]grapple[/I] the fiend, and he won't be able to resist half of the time (and I don't even have Expertise! When I reach level 6 Prodigy will allow me to be [I]better[/I] than him at grappling; although my Bard friends usually improve my Skill checks with Bardic Inspiration. Better. A measley level 6 fighter. Imagine my character in 6 levels, when he hits 3 times per round. Funny thing, thanks to the Alert feat, my Borivik will probably win Initiative, and will [I]never [/I] be surprised. And I've dumped Dexterity :D In conclusion, I'm not saying that it is a walk in the park. I'm very sure my level 5 fighter won't survive against him. But... in 6-7 levels? Hell, yeah. It will be a difficult fight, but possible. Specially if the characters have investigated the demon first. At level 20? Easy. Really easy. [/QUOTE]
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