Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Outsiders‎ > ‎Devils‎ > ‎Devils, Unique‎ > ‎

Devil, Moloch (Arch-Devil)

This massive, barrel-chested hairless humanoid stands nearly as tall as three humans. Its head is squat and large and its oversized mouth is filled with rows of wickedly-sharp teeth. His eyes are sapphire blue and his large, curving horns are black. His flesh is dark brown. He wields a long black metal rod with 6 long pliable metal tails.

Moloch CR 26

XP 2,460,000
LE Large outsider (devil, evil, extraplanar, lawful)
Init
+11; Senses darkvision 60 ft., detect good, detect magic, see invisibility, see in darkness; Perception +49

DEFENSE

AC 46, touch 30, flat-footed 39 (+7 Dex, +7 insight, +16 natural, +7 profane, –1 size)
hp
561 (34d10+374); regeneration 10 (good, silver)
Fort
+24, Ref +28, Will +29
DR
20/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 37

OFFENSE

Speed 40 ft.
Melee
+4 unholy shocking six-tailed whip +50/+45/+40/+35 (2d8+22/19–20 plus 1d6 electricity), bite +40 (2d8+6) or 2 claws +45 (2d6+12 plus grab), bite +45 (2d8+12)
Space
10 ft.; Reach 10 ft. (25 ft. with whip)
Special Attacks
breath weapon (30-ft. cone, fear as spell, CL 34th, Will DC 38), might of the gods (+20, 20 rounds/day), rend (2 claws, 2d6+18), scythe of evil 4/day (10 rounds), staff of order 4/day (10 rounds),
Spell-Like Abilities (CL 26th)

Constantdetect good, detect magic, see invisibility
At will
animate dead, blasphemy (DC 24), burning hands (DC 18), charm monster (DC 21), desecrate, enthrall (DC 19), fly, geas/quest (DC 18), greater dispel magic, greater teleport (self plus 50 pounds of objects only), magic circle against good, major image (DC 20), polymorph, produce flame, raise dead, read magic, suggestion (DC 20), tongues, unholy aura (DC 25), unhallow, wall of fire
2/day
summon (level 9, 4d10 lemures or nupperibos, 2d6 bearded devils, 2d4 bone devils, 1d4 horned devils or barbed devils, or 1d2 pit fiends 100%)
1/day
flame strike (DC 22), symbol of stunning (DC 24), wish

Domain Spell-Like Abilities (CL 20th)

11/day—strength surge (+10), touch of evil (10 rounds), touch of law

Spells Prepared (CL 20th)

9thcrushing handD, energy drain (DC 27), miracle, soul bind (DC 27), true resurrection
8th
create greater undead (x2), mass inflict critical wounds (DC 26), shield of law (DC 26), symbol of death (DC 26), unholy auraD (DC 26)
7th
control weather, dictum (DC 25), grasping handD, mass inflict serious wounds (DC 25), refuge, resurrection
6th
antilife shell, blade barrier (DC 24), create undeadD, forbiddance (DC 24), geas/quest (DC 24), harm (DC 24)
5th
dispel goodD (DC 23), greater command (DC 23), insect plague, mass inflict light wounds (DC 23, x2), slay living (DC 23), symbol of pain (DC 23)
4th
air walk, dimensional anchor, freedom of movement, giant vermin, inflict critical wounds (DC 22, x3), spell immunityD
3rd
blindness/deafness (DC 21), glyph of warding, invisibility purge, magic circle against chaosD, magic circle against good, searing light, stone shape, wind wall
2nd
augury, bull’s strengthD, calm emotions (DC 20), darkness, death knell (DC 20), inflict moderate wounds (DC 20), shatter (DC 20), spiritual weapon
1stbane (DC 19), cause fear (DC 19), command (DC 19), comprehend languages, doom (DC 19), inflict light wounds (DC 19, x2), protection from chaosD
0 (at will)
bleed (DC 18), create water, detect magic, light, read magic, stabilize

D domain spell; Domains Evil, Law, Strength

TACTICS

Moloch attacks with either a claw/claw/bite routine or his whip and spell-like abilities. His whip is a long metal rod-like weapon with six 15-foot long pliable metal tails.

STATISTICS

Str 34, Dex 24, Con 32, Int 25, Wis 26, Cha 25
Base Atk
+34; CMB +47 (+51 grapple); CMD 78
Feats
Alertness, Cleave, Combat Casting, Extend Spell, Great Cleave, Great Fortitude, Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Maximize Spell, Persuasive, Power Attack, Quicken Spell, Quicken Spell-Like Ability (fireball), Vital Strike, Weapon Focus (whip)
Skills
Appraise +41, Bluff +44, Climb +49, Diplomacy +45, Intimidate +48, Knowledge (arcana) +41, Knowledge (planes) +44, Knowledge (religion) +41, Perception +49, Sense Motive +49, Spellcraft +44, Stealth +40, Survival +45
Languages
Abyssal, Celestial, Common, Draconic, Giant, Goblin, Infernal, Undercommon; telepathy 100 ft.
SQ
planar omniscience
Gear
Kraken’s Bite

GEAR

Unique Item: Kraken’s Bite

Moloch’s unique weapon Kraken's Bite is a Large +4 unholy shocking six-tailed whip.

It does lethal damage as a heavy flail and does threaten the squares in its range but has the reach of a whip. In addition if used to make trip or disarm attacks, then the wielder can make six trip or disarm attempts in a round as a full-round action and receive the benefits of having both the Improved Trip and Improved Disarm feats, even if he does not have the necessary prerequisites.