Moloch (Arch-Devil) (CR 55)
Large Outsider (Evil and Lawful)
Alignment: Always lawful evil
Initiative: +10 (+6 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., see in darkness, Listen +54, and Spot +54
Languages: Abyssal, Celestial, Draconic, Infernal, and at least two other languages, telepathy
AC: 38 (-1 size, +6 Dex, +23 natural), touch 15, flat-footed 32
Hit Dice: 42d8+546 (735 hp); DR: 30/good magic
Fort +36, Ref +29, Will +32
Speed: 40 ft.
Space: 5 ft./10 ft.
Base Attack +42; Grapple +42
Attack: 2 claws +52 melee, bite +50 melee; or +5 6-tailed shocking whip +52 ranged
Full Attack: 2 claws +52 melee, bite +50 melee; or +5 6-tailed shocking whip +52 ranged
Damage: Claw 1d6+11, bite 1d8+5; or +5 6-tailed shocking whip 2d6+16 and 1d10 electrical
Special Attacks/Actions: Spell-like abilities, spells, psionics, breath weapon, improved grab, summon devils
Abilities: Str 32, Dex 22, Con 36, Int 26, Wis 28, Cha 30
Special Qualities: SR 29, regeneration 20, devil qualities
Feats: Blind-fight; Cleave; Combat Casting; Dodge; Great Cleave; Improved Bull Rush; Improved Initiative; Mobility; Multiattack; Power Attack; Improved Sunder
Skills: Bluff +55, Concentration +58, Diplomacy +55, Disguise +55, Intimidate +55, Knowledge (arcana) +53, Knowledge (planes) +53, Knowledge (religion) +53, Listen +54, Move Silently +46, Search +54, Sense Motive +54, Spellcraft +53, and Spot +54
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary or troupe (1-4 cornugons)
Treasure: Double standard
Spell-like Abilities: At will -- animate dead, blasphemy, burning hands, charm person, comprehend languages, desecrate, detect good, detect magic, detect thoughts, dispel magic, fireball, fire charm, fly, geas/quest, hold person, improved invisibility, magic circle against good, major image, produce flame, pyrotechnics, raise dead, read magic, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, wall of fire, and wish; 1/day -- flame strike, meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 20 + spell level).
Spells: Moloch casts arcane spells as a 20th-level sorcerer (save DC 20 + spell level) and divine spells as a 20th-level cleric (save DC 19 + spell level). He has access to the domains of Evil, Law, and Strength.
Psionics (Sp): At will -- astral projection, charm monster, deeper darkness, detect evil, detect law, and levitate. These abilities are as the spells cast by a 20th-level sorcerer (save DC 20 + spell level).
Breath Weapon (Su): 30 feet, cone, Will save (DC 44) or flee in fear for 2d6 rounds. If the save is successful, that creature cannot be affected again by Moloch's breath weapon for one day.
Improved Grab (Ex): To use this ability, Moloch must hit a Large or smaller creature with a claw attack.
Tear (Ex): Moloch automatically hits a held opponent with his claws and bite attacks each round he maintains the hold.
Summon Devils (Sp): Three times per day Moloch can automatically summon 1d4 cornugons or 1d2 pit fiends.
Regeneration (Ex): Moloch takes normal damage from holy and blessed weapons of at least +3 enchantment.
6-Tailed Shocking Whip: Medium-size +5 ranged weapon, 2d6+5 points of subdual damage and 2d6 points of electrical damage.
Devil Qualities (Ex): Immune to fire and poison; cold and acid resistance 20.
See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Moloch can communicate telepathically with any creature within 100 feet that has a language.
Moloch first appeared in Dragon 75 (Gary Gygax, 1982).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).