Innate Spellcasting. Astaroth’s innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire
1/day each: flame strike, symbol (stunning only)
Legendary Resistance (1/Day). If Moloch fails a saving throw, he can choose to succeed instead.
Magic Weapons. Moloch’s weapon attacks are magical.
Regeneration. Astaroth regains 3 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Astaroth dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Breath of Despair (Recharge 5-6). Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 18 Wisdom saving throw or take 13 (2d10) 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 Astaroth 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 Astaroth, the creature can repeat the saving throw. On a success, the effect ends.
Astaroth can take 2 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. Moloch regains spent legendary actions at the start of his turn.
Chaos Bolt. Moloch casts chaos bolt.
Fly. Astaroth flies 30 feet in any direction.