MOLOCH, Arch-Devil and Fallen Astral Deva
Arch-Devil Blackguard 10, Fighter 15, Lasher 10 CR 48; Large Outsider (Devil); HD 36d8+288 and 10d10+80 and 15d10+120 and 10d10+80; hp 1206; Init +15; Spd 80 ft., fly 200 ft. (perfect); AC 54, touch 27, flat-footed 47; Atk +83/+78/+73/+68 melee (2d6+33+2d6 (lawful)+3d6 (electrical)/19-20/x2 + 1d6 + 6d6 (electrical) + death (Fortitude DC 46) Oppressor, a +9 lawful, lightning blast mighty whip), or +71/+71/+66 melee (1d8+9 2 claws, and 1d10+18 1 bite), or +60/+55/+50/+45 (ranged touch attack or spell); Face/Reach 5 ft. by 5 ft./10 ft (30 ft with whip); SA Diabolical Aura, spell-like abilities, call baatezu, smite good 1/day (+9 Atk bonus, +10 damage), sneak attack 6d6, crack of doom, crack of fate, death spiral, lashing whip, stunning snap (Fortitude DC 38), whiplash, wound; SQ Arch-Devil qualities, Presence of Hell, (fallen) celestial qualities, DR 40/+6, fast healing 15, SR 66, detect good, poison use, dark blessing, command undead, improved aura of despair; AL LE; SV Fort +53, Ref +52, Will 51; Str 46, Dex 25, Con 26, Int 24, Wis 22, Chr 29. 14' tall.
Skills and Feats: Balance +17, Bluff +33, Climb +33, Concentration +60, Craft (leatherwork) +27, Craft (metalwork) +25, Diplomacy +40, Escape Artist +56, Handle Animal (nightmare) +27, Heal +19, Hide +42, Intimidate +47, Jump +33, Knowledge (Arcana) +44, Knowledge (Hell) +29, Knowledge (Planes) +25, Knowledge (Religion) +54, Listen +32, Move Silently +42, Sense Motive +41, Spellcraft +19, Spot +37, Use Rope +24. Alertness, Blinding Speed (2), Cleave, Combat Casting, Dodge, Epic Weapon Specialization (whip), Exotic Weapon Focus (whip), Expertise, Great Cleave, Improved Aura of Despair, Improved Bull Rush, Improved Critical (whip), Improved Disarm, Improved Initiative, Improved Unarmed Strike, Improved Whirlwind Attack, Mobility, Overwhelming Critical (whip), Penetrate Damage Reduction, Power Attack, Quick Draw, Spellcasting Harrier, Spring Attack, Sunder, Superior Initiative, Weapon Focus (whip), Weapon Specialization (whip), Whirlwind Attack.
Arch-Devil Qualities: Moloch is immune to fire and poison; he can see in darkness, even that created by deeper darkness spells; he can engage in telepathic communication with any creature within 100 feet. Moloch is immune to polymorphing, petrification, or any other attack to alter his form and is not subject to energy drain, ability drain, or ability drain. Moloch is immune to mind-affecting effects. Moloch is also immune to death effects if the attacker has fewer HD/class levels than his CR or has a DvR of 2 or higher. He is immune to disease and poison, stunning, sleep, paralysis, and disintegration. Moloch can also sense anything within one mile around the mentioning of his name, titles or an item of importance to him.
Moloch is immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe.
Protective Aura (Su): As a free action, Moloch can surround himself with a dark miasma with a 20-foot radius. This acts as a double-strength magic circle against good and as a minor globe of invulnerability, both cast as a 36th level Sorcerer. The aura can be dispelled, but Moloch can create it again as a free action on his next turn.
Fallen Celestial Immunities and Resistance (Ex): Moloch is immune to electricity, cold, and acid.
Keen Vision (Ex): Moloch has low-light vision and 60-foot darkvision.
Spell-Like Abilities: At will -- aid, bestow curse, blasphemy, cause fear, charm monster, contagion, continual flame, deeper darkness, delayed blast fireball, detect chaos, detect good, dominate monster, flamestrike, greater dispelling, improved invisibility, magic circle against chaos, magic circle against good, major image, mirage arcana, persistent image, polymorph self, raise dead, symbol (any), unhallow, unholy aura, unholy blight. 7/day -- inflict light wounds, see invisibility. 3/day -- destruction, firestorm, meteor swarm. 1/day -- blade barrier, harm, hellball. 1/week -- wish. All spells are cast as a 42nd level Sorcerer (save DC 19 + spell level).
The Presence of Hell (Su): So terrible is Moloch's presence that he may corrupt an entire area with but a thought. Once per day as a standard action, Moloch may unhallow an area equal to 1080-foot radius.
Moloch actively avoids holy sites, finding them difficult to enter. In the unlikely event that he does enter a holy site, Moloch must make a Will DC save equal to 40 + the divine rank of the represented god + the god's Charisma modifier (if this is unknown, assume a +9); Moloch cannot use his spell resistance to overcome this effect. If Moloch succeeds in entering the hallowed area, the area immediately becomes unhallowed.
Diabolical Aura (Ex): Moloch's presence can be so vile that it causes lesser beings to cowering or pay homage to the might of the evil he represents. All within 90 feet of Moloch must succeed in a Will save DC 32. Those who succumb to the evil Moloch represents suffer one of the two following effects as determined by Moloch (who can change the effect, or discontinue it, as a free action):
Cower: Affected beings cower before Moloch's might. They can defend themselves normally but take no actions.
Fright: Affected beings become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. Moloch's mere glance or gesture makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Moloch can make its servants, "worshippers," beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until Moloch dismisses it.
Beings of Lesser god or greater status are immune to Moloch's diabolical aura.
Call Baatezu (Sp): As a standard action Moloch can call Baatezu. He may call up to four times a day, 18 Lemures, 9 Osyluths or Barbazu, 7 Erinyes or Hamatulas, 6 Cornugons or Gelugons, or 3 Pit Fiends. Since these Devils are called, they have the ability to summon other Devils as their Monster Manual descriptions allow. Moloch is a violent and brash being, at least as Arch-Devils are concerned, easily driven to a point of boiling anger. In the event that a fight ensues, Moloch always calls in squad of Cornugon Devils, knowing that they will never question his orders or authority. If matters appear to be escalating to a point beyond his control, Moloch will then resort to Pit Fiends. Since his deposement, Moloch has been wary to call any Devils, fearing further reprisals from Asmodeus (who in truth could care less if Moloch calls Devils and is amused by this Arch-Devil's new humility).
Regeneration (Ex): Moloch takes normal damage from holy and blessed weapons of at least +6 enchantment.
Lash of Punishment (Su): There are few beings in existence capable of wielding a whip with greater proficiency than Moloch. So great is his mastery of this terrible weapon that Moloch can terrorize anyone feeling its touch into doing his bidding. Essentially working like a mass command spell, Moloch can demand a course of action from any victim within 30 feet of him who suffered damage from a whip in his hands over the last 9 rounds if they fail a Will save DC 25. For the next three rounds, the victim will do as told within the limits of the command spell except Moloch is not limited in the number of words he may use. A victim repeatedly lashed by Moloch's whip who has failed the save is susceptible for later punishment. Once the victim saves, the victim is immune to this effect for the remainder of the day.
Purge Innocence (Su): Much in the same way Moloch abandoned any sense of decency or innocence during the years immediately preceding and during the Great Fall, so too can he feed on the innocence and goodness in any being. 3/day, Moloch may Purge Innocence on any sentient being he touches or damages with his whip, Oppressor. The victim receives a Will save DC 32 to avoid the effect. When Moloch does this terrible act, he causes the victim to slide on step away from goodness, to neutrality or from neutrality to evil. The victim then behaves from that point on as a being dedicated to its new alignment, although the victim is not necessarily beholden to obey Moloch. If Moloch uses this ability on Lawful evil beings, they become his willing slaves. Once the victim's innocence is purged, the only way it can be restored is if a remove curse, followed by an atonement spell is cast, both by a cleric of a good god of at least 18th level. Moloch is loath to use this ability on any beings that are not lawful in nature as he's uninterested in perpetuating the forces of pure or chaotic evil. His favorite victims are common, good people, followed closely by Paladins.
Submission of the Inner Child (Su): As a former patron of children, Moloch now hates the young and the innocent. Despite this, he is still aware of the inner child that exists within all but the most despicable beings and he has the means to draw out this child. 3/day, Moloch can demand the Submission of the Inner Child to all mortal beings within 20 feet, an effect that lasts 9 rounds. Any being who saves a Will save DC 27 is not behaves as if affected by a mass charm spell, but slowly begins to lose their class levels if applicable. Each round as the victim regresses, he suffers a negative level. Upon the end of the effect's duration, the victim is no longer charmed and slowly regains their levels at the rate of one per round. If used against children, Submission of the Inner Child kills all those twelve and younger, and benefits Moloch in the manner illustrated in Suffer the Children.
Suffer the Children (Su): Upon his Fall from the Celestial Host, Moloch abandoned his patronage of children and demanded their deaths as punishment for what the Bastions of Holiness did to him. Moloch can cause all children within 90 feet to suffer in a manner similar to that of a symbol of pain spell; furthermore, those affected by his Submission of the Inner Child within 20 feet are also susceptible to this grotesque power. While real children do not gain a saving throw against this effect, those affected by Submission of the Inner Child may Fortitude save DC 27. Affected beings suffer for 9 rounds at which time they receive another Fortitude save DC 27 (with any and all penalties still applied). Those who are successful only suffer 9 points of damage. Those that fail die, their souls consumed by Moloch. When Moloch consumes an innocent soul, all of his ability scores, armor class, caster levels, and DCs are increased by one per soul for one day per soul. Nothing short of a miracle or wish cast by a good divine or arcane caster of at least 18th level (or the direct intervention of a god with access to Alter Reality, Hand of Life, Life and Death, or Mass Life and Death salient divine abilities) can restore a soul (one soul per spell cast). If this soul is restored within three days of its being devoured by Moloch, he suffers a -2 penalty for each restoration for three days at a time. Regardless of whether or not Moloch is adversely impacted by a restored soul, he is still aware of the restoration, as well as the location and power of the one who would dare rob him of his soul. There is a 1% chance per number of souls restored by a particular caster that Moloch will decide to avenge himself in a most gruesome manner. Moloch does not receive any benefit from sacrifices done in his name unless he is physically present during the event; in these cases, Moloch can grant a limited wish to the celebrant upon the sacrifice of six children. It is believed that when he was a Lord of the Nine, Moloch's Suffer the Children was more potent and similar to some of powers now held by Lilith.
Blackguard spells per day: 4/4/3/2. Base DC 16 + spell level. Caster level 10th.
Oppressor: The origin of this powerful whip is unknown, although most suspect that it was a gift from Moloch's former master, Baalzebul when the Lord of the Seventh was known as Triel the Great. Oppressor is a six-tailed whip, the lashes made from lightning bolts, the handle from the solidified protoplasm of a Balor Demon. Oppressor serves as Moloch's symbol and the arch-devil is never without it. Any being touching the whip without Moloch's express permission must Fortitude save DC 32 or be struck dead; even those who do save suffer three negative levels so long as the whip is in her possession. Moloch can effortlessly track the location of the whip and will do virtually anything to get it back. In Moloch's hands, Oppressor always confers his maximum strength score or attacks and damage (included in the statistics above). In the hands of another, the whip grants a +4 Strength bonus to attack damage only.
Possession: Moloch always carries Oppressor, and typically wears +8 bracers of armor. Due to his deposement as Lord of the Sixth, Moloch has taken to carrying a bag of holding III in which he carries a good amount of magical treasure, including an amulet of plane shifting.
The career of the arch-devil Moloch has been a tumultuous one rife with dramatic triumphs and deplorable failures. Currently, Moloch has never been lower. However, his stubborn determination and his overwhelming dedication to revenge have managed to keep Moloch alive and a continued threat to Creation.
Moloch was originally a powerful Astral Deva. Unlike most such beings, who typically are sent into the Lower Planes to battle against fiends, Moloch was instead granted the responsibility of defending and protecting children. The Virtues of Celestia considered this a great reward for a servant of the Heavens who had cast down many Demons and Devils. Moloch, a great warrior, viewed his new station as an insult. For a time, though, Moloch served in his capacity as the defender of the innocent well, and soon came to be revered almost as a god. Realizing this newfound aspect to his new position, Moloch quickly began to demand tribute for his services, and it was here that his star began to dim. It is unclear what kind of punishment his behavior would have earned him since it was near this time that Eblis and Triel began to challenge the Bastions of Holiness. Recalling his strength and aggressive nature during their time together in the Outer Planes, Triel approached Moloch and bade him to serve as a great general in the war against the Upper Planes. Of course, the coup failed and Moloch, along with Belial, Eblis, Triel, and other notable celestials was cast out during the Great Fall.
Filled with rage, Moloch was all too happy to accept Asmodeus' offer when he arrived in Hell. He joined with Triel as a Duke of Hell. Unfortunately for Moloch, he was neither as crafty as Belial or as intelligent as Triel to become a Lord of the Nine and soon found himself under his former ally's yolk. Moloch became Triel's, now called Baalzebul, enforcer and Grand Viceroy, ensuring his ascendancy to the Lordship of the Seventh Hell. In return for his loyalty, Baalzebul helped Moloch overthrow Lilith, Lord of the Sixth at the time, and placed him as his Grand Duke. Thus, did Baalzebul control two layers of Hell through Moloch. Initially, Moloch was content enough, but soon he wanted to rule on his own. Unfortunately for him, he could not compete with Baalzebul's network of spies and, as a result, Moloch found his hands tied. He took his frustrations out on his cultists, children, and his consort, the former Lord of the Sixth, Lilith.
Moloch's term as the Grand Duke of the Sixth came to an end during The Reckoning. Always allied to Baalzebul, Belial, and Zarial against the Mephistopheles and his allies, Moloch had great enmity with the Lord of the Fifth, Geryon. When the Reckoning raged, Moloch did his best to personally destroy Geryon. However, this plan did not come to fruition either for The Reckoning ended with the defeat of all the Lords at the hands of Asmodeus. Enraged, Moloch was susceptible to the whispers of Lilith, who encouraged him to curse Asmodeus to his face rather than supplicate himself at the Dark Lord's feet as the other Lords had done, thereby revealing his power. This Moloch did and a grimly amused Asmodeus stripped Moloch of his Lordship and cast him out of Hell.
Since his second fall from power, Moloch has traveled the Planes, seeking ways to regain what he lost. At one point, he came extremely close to this end, having built a great army he believed was strong enough to overthrow Lilith and her forces. Unfortunately for Moloch, a great cosmic calamity shut him out from the conflict in Hell, resulting in the decimation of his armies without his guidance. Moloch blamed a group of powerful adventurers for this latest failure and he has since spent the past few years doing everything possible to ruin their lives short of killing them. In the meantime, Moloch has decided to take a more subtle approach as has been passing himself off as a demigod of youth on a small material world. So far, none know of this latest plot, but given Moloch's track record so far, it's unlikely that much will come from this latest plot.
Moloch has long since lost his angelic features. Incredibly tall, Moloch towers over most Pit Fiends and even most of the Lords of the Nine. His body is athletic and angular, seemingly made from a block of immobile stone, and is the color of a rotting orange. His head is large, as are his slanted glowing black eyes. His maw is perpetually gaping, his rows of shark-like teeth glinting evilly in event he dimmest light. Two small horns top his head. Moloch typically wears severe clothes similar to those of a mortal taskmaster, and he tends to speak with booming declarations and screaming vindictives, often punctuating points with a crack of his whip, Oppressor.
Arch-Devil Blackguard 10, Fighter 15, Lasher 10 CR 48; Large Outsider (Devil); HD 36d8+288 and 10d10+80 and 15d10+120 and 10d10+80; hp 1206; Init +15; Spd 80 ft., fly 200 ft. (perfect); AC 54, touch 27, flat-footed 47; Atk +83/+78/+73/+68 melee (2d6+33+2d6 (lawful)+3d6 (electrical)/19-20/x2 + 1d6 + 6d6 (electrical) + death (Fortitude DC 46) Oppressor, a +9 lawful, lightning blast mighty whip), or +71/+71/+66 melee (1d8+9 2 claws, and 1d10+18 1 bite), or +60/+55/+50/+45 (ranged touch attack or spell); Face/Reach 5 ft. by 5 ft./10 ft (30 ft with whip); SA Diabolical Aura, spell-like abilities, call baatezu, smite good 1/day (+9 Atk bonus, +10 damage), sneak attack 6d6, crack of doom, crack of fate, death spiral, lashing whip, stunning snap (Fortitude DC 38), whiplash, wound; SQ Arch-Devil qualities, Presence of Hell, (fallen) celestial qualities, DR 40/+6, fast healing 15, SR 66, detect good, poison use, dark blessing, command undead, improved aura of despair; AL LE; SV Fort +53, Ref +52, Will 51; Str 46, Dex 25, Con 26, Int 24, Wis 22, Chr 29. 14' tall.
Skills and Feats: Balance +17, Bluff +33, Climb +33, Concentration +60, Craft (leatherwork) +27, Craft (metalwork) +25, Diplomacy +40, Escape Artist +56, Handle Animal (nightmare) +27, Heal +19, Hide +42, Intimidate +47, Jump +33, Knowledge (Arcana) +44, Knowledge (Hell) +29, Knowledge (Planes) +25, Knowledge (Religion) +54, Listen +32, Move Silently +42, Sense Motive +41, Spellcraft +19, Spot +37, Use Rope +24. Alertness, Blinding Speed (2), Cleave, Combat Casting, Dodge, Epic Weapon Specialization (whip), Exotic Weapon Focus (whip), Expertise, Great Cleave, Improved Aura of Despair, Improved Bull Rush, Improved Critical (whip), Improved Disarm, Improved Initiative, Improved Unarmed Strike, Improved Whirlwind Attack, Mobility, Overwhelming Critical (whip), Penetrate Damage Reduction, Power Attack, Quick Draw, Spellcasting Harrier, Spring Attack, Sunder, Superior Initiative, Weapon Focus (whip), Weapon Specialization (whip), Whirlwind Attack.
Arch-Devil Qualities: Moloch is immune to fire and poison; he can see in darkness, even that created by deeper darkness spells; he can engage in telepathic communication with any creature within 100 feet. Moloch is immune to polymorphing, petrification, or any other attack to alter his form and is not subject to energy drain, ability drain, or ability drain. Moloch is immune to mind-affecting effects. Moloch is also immune to death effects if the attacker has fewer HD/class levels than his CR or has a DvR of 2 or higher. He is immune to disease and poison, stunning, sleep, paralysis, and disintegration. Moloch can also sense anything within one mile around the mentioning of his name, titles or an item of importance to him.
Moloch is immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe.
Protective Aura (Su): As a free action, Moloch can surround himself with a dark miasma with a 20-foot radius. This acts as a double-strength magic circle against good and as a minor globe of invulnerability, both cast as a 36th level Sorcerer. The aura can be dispelled, but Moloch can create it again as a free action on his next turn.
Fallen Celestial Immunities and Resistance (Ex): Moloch is immune to electricity, cold, and acid.
Keen Vision (Ex): Moloch has low-light vision and 60-foot darkvision.
Spell-Like Abilities: At will -- aid, bestow curse, blasphemy, cause fear, charm monster, contagion, continual flame, deeper darkness, delayed blast fireball, detect chaos, detect good, dominate monster, flamestrike, greater dispelling, improved invisibility, magic circle against chaos, magic circle against good, major image, mirage arcana, persistent image, polymorph self, raise dead, symbol (any), unhallow, unholy aura, unholy blight. 7/day -- inflict light wounds, see invisibility. 3/day -- destruction, firestorm, meteor swarm. 1/day -- blade barrier, harm, hellball. 1/week -- wish. All spells are cast as a 42nd level Sorcerer (save DC 19 + spell level).
The Presence of Hell (Su): So terrible is Moloch's presence that he may corrupt an entire area with but a thought. Once per day as a standard action, Moloch may unhallow an area equal to 1080-foot radius.
Moloch actively avoids holy sites, finding them difficult to enter. In the unlikely event that he does enter a holy site, Moloch must make a Will DC save equal to 40 + the divine rank of the represented god + the god's Charisma modifier (if this is unknown, assume a +9); Moloch cannot use his spell resistance to overcome this effect. If Moloch succeeds in entering the hallowed area, the area immediately becomes unhallowed.
Diabolical Aura (Ex): Moloch's presence can be so vile that it causes lesser beings to cowering or pay homage to the might of the evil he represents. All within 90 feet of Moloch must succeed in a Will save DC 32. Those who succumb to the evil Moloch represents suffer one of the two following effects as determined by Moloch (who can change the effect, or discontinue it, as a free action):
Cower: Affected beings cower before Moloch's might. They can defend themselves normally but take no actions.
Fright: Affected beings become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. Moloch's mere glance or gesture makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Moloch can make its servants, "worshippers," beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until Moloch dismisses it.
Beings of Lesser god or greater status are immune to Moloch's diabolical aura.
Call Baatezu (Sp): As a standard action Moloch can call Baatezu. He may call up to four times a day, 18 Lemures, 9 Osyluths or Barbazu, 7 Erinyes or Hamatulas, 6 Cornugons or Gelugons, or 3 Pit Fiends. Since these Devils are called, they have the ability to summon other Devils as their Monster Manual descriptions allow. Moloch is a violent and brash being, at least as Arch-Devils are concerned, easily driven to a point of boiling anger. In the event that a fight ensues, Moloch always calls in squad of Cornugon Devils, knowing that they will never question his orders or authority. If matters appear to be escalating to a point beyond his control, Moloch will then resort to Pit Fiends. Since his deposement, Moloch has been wary to call any Devils, fearing further reprisals from Asmodeus (who in truth could care less if Moloch calls Devils and is amused by this Arch-Devil's new humility).
Regeneration (Ex): Moloch takes normal damage from holy and blessed weapons of at least +6 enchantment.
Lash of Punishment (Su): There are few beings in existence capable of wielding a whip with greater proficiency than Moloch. So great is his mastery of this terrible weapon that Moloch can terrorize anyone feeling its touch into doing his bidding. Essentially working like a mass command spell, Moloch can demand a course of action from any victim within 30 feet of him who suffered damage from a whip in his hands over the last 9 rounds if they fail a Will save DC 25. For the next three rounds, the victim will do as told within the limits of the command spell except Moloch is not limited in the number of words he may use. A victim repeatedly lashed by Moloch's whip who has failed the save is susceptible for later punishment. Once the victim saves, the victim is immune to this effect for the remainder of the day.
Purge Innocence (Su): Much in the same way Moloch abandoned any sense of decency or innocence during the years immediately preceding and during the Great Fall, so too can he feed on the innocence and goodness in any being. 3/day, Moloch may Purge Innocence on any sentient being he touches or damages with his whip, Oppressor. The victim receives a Will save DC 32 to avoid the effect. When Moloch does this terrible act, he causes the victim to slide on step away from goodness, to neutrality or from neutrality to evil. The victim then behaves from that point on as a being dedicated to its new alignment, although the victim is not necessarily beholden to obey Moloch. If Moloch uses this ability on Lawful evil beings, they become his willing slaves. Once the victim's innocence is purged, the only way it can be restored is if a remove curse, followed by an atonement spell is cast, both by a cleric of a good god of at least 18th level. Moloch is loath to use this ability on any beings that are not lawful in nature as he's uninterested in perpetuating the forces of pure or chaotic evil. His favorite victims are common, good people, followed closely by Paladins.
Submission of the Inner Child (Su): As a former patron of children, Moloch now hates the young and the innocent. Despite this, he is still aware of the inner child that exists within all but the most despicable beings and he has the means to draw out this child. 3/day, Moloch can demand the Submission of the Inner Child to all mortal beings within 20 feet, an effect that lasts 9 rounds. Any being who saves a Will save DC 27 is not behaves as if affected by a mass charm spell, but slowly begins to lose their class levels if applicable. Each round as the victim regresses, he suffers a negative level. Upon the end of the effect's duration, the victim is no longer charmed and slowly regains their levels at the rate of one per round. If used against children, Submission of the Inner Child kills all those twelve and younger, and benefits Moloch in the manner illustrated in Suffer the Children.
Suffer the Children (Su): Upon his Fall from the Celestial Host, Moloch abandoned his patronage of children and demanded their deaths as punishment for what the Bastions of Holiness did to him. Moloch can cause all children within 90 feet to suffer in a manner similar to that of a symbol of pain spell; furthermore, those affected by his Submission of the Inner Child within 20 feet are also susceptible to this grotesque power. While real children do not gain a saving throw against this effect, those affected by Submission of the Inner Child may Fortitude save DC 27. Affected beings suffer for 9 rounds at which time they receive another Fortitude save DC 27 (with any and all penalties still applied). Those who are successful only suffer 9 points of damage. Those that fail die, their souls consumed by Moloch. When Moloch consumes an innocent soul, all of his ability scores, armor class, caster levels, and DCs are increased by one per soul for one day per soul. Nothing short of a miracle or wish cast by a good divine or arcane caster of at least 18th level (or the direct intervention of a god with access to Alter Reality, Hand of Life, Life and Death, or Mass Life and Death salient divine abilities) can restore a soul (one soul per spell cast). If this soul is restored within three days of its being devoured by Moloch, he suffers a -2 penalty for each restoration for three days at a time. Regardless of whether or not Moloch is adversely impacted by a restored soul, he is still aware of the restoration, as well as the location and power of the one who would dare rob him of his soul. There is a 1% chance per number of souls restored by a particular caster that Moloch will decide to avenge himself in a most gruesome manner. Moloch does not receive any benefit from sacrifices done in his name unless he is physically present during the event; in these cases, Moloch can grant a limited wish to the celebrant upon the sacrifice of six children. It is believed that when he was a Lord of the Nine, Moloch's Suffer the Children was more potent and similar to some of powers now held by Lilith.
Blackguard spells per day: 4/4/3/2. Base DC 16 + spell level. Caster level 10th.
Oppressor: The origin of this powerful whip is unknown, although most suspect that it was a gift from Moloch's former master, Baalzebul when the Lord of the Seventh was known as Triel the Great. Oppressor is a six-tailed whip, the lashes made from lightning bolts, the handle from the solidified protoplasm of a Balor Demon. Oppressor serves as Moloch's symbol and the arch-devil is never without it. Any being touching the whip without Moloch's express permission must Fortitude save DC 32 or be struck dead; even those who do save suffer three negative levels so long as the whip is in her possession. Moloch can effortlessly track the location of the whip and will do virtually anything to get it back. In Moloch's hands, Oppressor always confers his maximum strength score or attacks and damage (included in the statistics above). In the hands of another, the whip grants a +4 Strength bonus to attack damage only.
Possession: Moloch always carries Oppressor, and typically wears +8 bracers of armor. Due to his deposement as Lord of the Sixth, Moloch has taken to carrying a bag of holding III in which he carries a good amount of magical treasure, including an amulet of plane shifting.
The career of the arch-devil Moloch has been a tumultuous one rife with dramatic triumphs and deplorable failures. Currently, Moloch has never been lower. However, his stubborn determination and his overwhelming dedication to revenge have managed to keep Moloch alive and a continued threat to Creation.
Moloch was originally a powerful Astral Deva. Unlike most such beings, who typically are sent into the Lower Planes to battle against fiends, Moloch was instead granted the responsibility of defending and protecting children. The Virtues of Celestia considered this a great reward for a servant of the Heavens who had cast down many Demons and Devils. Moloch, a great warrior, viewed his new station as an insult. For a time, though, Moloch served in his capacity as the defender of the innocent well, and soon came to be revered almost as a god. Realizing this newfound aspect to his new position, Moloch quickly began to demand tribute for his services, and it was here that his star began to dim. It is unclear what kind of punishment his behavior would have earned him since it was near this time that Eblis and Triel began to challenge the Bastions of Holiness. Recalling his strength and aggressive nature during their time together in the Outer Planes, Triel approached Moloch and bade him to serve as a great general in the war against the Upper Planes. Of course, the coup failed and Moloch, along with Belial, Eblis, Triel, and other notable celestials was cast out during the Great Fall.
Filled with rage, Moloch was all too happy to accept Asmodeus' offer when he arrived in Hell. He joined with Triel as a Duke of Hell. Unfortunately for Moloch, he was neither as crafty as Belial or as intelligent as Triel to become a Lord of the Nine and soon found himself under his former ally's yolk. Moloch became Triel's, now called Baalzebul, enforcer and Grand Viceroy, ensuring his ascendancy to the Lordship of the Seventh Hell. In return for his loyalty, Baalzebul helped Moloch overthrow Lilith, Lord of the Sixth at the time, and placed him as his Grand Duke. Thus, did Baalzebul control two layers of Hell through Moloch. Initially, Moloch was content enough, but soon he wanted to rule on his own. Unfortunately for him, he could not compete with Baalzebul's network of spies and, as a result, Moloch found his hands tied. He took his frustrations out on his cultists, children, and his consort, the former Lord of the Sixth, Lilith.
Moloch's term as the Grand Duke of the Sixth came to an end during The Reckoning. Always allied to Baalzebul, Belial, and Zarial against the Mephistopheles and his allies, Moloch had great enmity with the Lord of the Fifth, Geryon. When the Reckoning raged, Moloch did his best to personally destroy Geryon. However, this plan did not come to fruition either for The Reckoning ended with the defeat of all the Lords at the hands of Asmodeus. Enraged, Moloch was susceptible to the whispers of Lilith, who encouraged him to curse Asmodeus to his face rather than supplicate himself at the Dark Lord's feet as the other Lords had done, thereby revealing his power. This Moloch did and a grimly amused Asmodeus stripped Moloch of his Lordship and cast him out of Hell.
Since his second fall from power, Moloch has traveled the Planes, seeking ways to regain what he lost. At one point, he came extremely close to this end, having built a great army he believed was strong enough to overthrow Lilith and her forces. Unfortunately for Moloch, a great cosmic calamity shut him out from the conflict in Hell, resulting in the decimation of his armies without his guidance. Moloch blamed a group of powerful adventurers for this latest failure and he has since spent the past few years doing everything possible to ruin their lives short of killing them. In the meantime, Moloch has decided to take a more subtle approach as has been passing himself off as a demigod of youth on a small material world. So far, none know of this latest plot, but given Moloch's track record so far, it's unlikely that much will come from this latest plot.
Moloch has long since lost his angelic features. Incredibly tall, Moloch towers over most Pit Fiends and even most of the Lords of the Nine. His body is athletic and angular, seemingly made from a block of immobile stone, and is the color of a rotting orange. His head is large, as are his slanted glowing black eyes. His maw is perpetually gaping, his rows of shark-like teeth glinting evilly in event he dimmest light. Two small horns top his head. Moloch typically wears severe clothes similar to those of a mortal taskmaster, and he tends to speak with booming declarations and screaming vindictives, often punctuating points with a crack of his whip, Oppressor.