Innate Spellcasting. The Aspect of Moloch's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing its appearance), detect magic
1/day each: burning hands (as a 4th level spell), confusion, fly, major image, stinking cloud, suggestion, wall of fire
Legendary Resistance (1/Day). If the Aspect of Moloch fails a saving throw, it can choose to succeed instead.
Regeneration. The Aspect of Moloch regains 10 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The Aspect of Moloch dies only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack. The Aspect of Moloch makes three attacks: one with its bite, one with its claw, and one with its whip.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Many-Tailed Whip. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 4 (1d8) lightning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pulled up to 20 feet in a straight line toward Aspect of Moloch.
Breath of Despair (Recharge 5-6). The Aspect of Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 15 Wisdom saving throw or take 16 (3d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from the Aspect of Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to the Aspect of Moloch, the creature can repeat the saving throw. On a success, the effect ends.
Teleport (Recharges 5-6). The Aspect of Moloch magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see.
The Aspect of Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Aspect of Moloch regains spent legendary actions at the start of its turn.
Teleport. The Aspect of Moloch uses its Teleport action.
Whip. The Aspect of Moloch makes one attack with its whip.
Cast Spell (Costs 2 Actions). The Aspect of Moloch casts a spell.
Description
It doesn't take much for Moloch to grant petitioners an Aspect, as it currently needs coins, gems, and treasure to help build an army.
The Aspect of Moloch has a powerful, stout crimson-skinned physique with thick arms and legs that ripple with muscle. Large ridged horns sprout from the side of its head and its mouth is filled with fearsome sharp teeth.
The Aspect has an array of abilities to employ against its foes, but mostly relies on its martial-based abilities. It uses its breath of despair as often as it can, especially against large groups of foes.
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