Legendary Resistance (3/Day). If Aralak fails a saving throw, he can choose to succeed instead.
Magic Resistance. Aralak has advantage on saving throws against spells and other magical effects.
Regeneration. Aralak regains 20 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. Aralak dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Multiattack. Aralak makes one Bite attack, one Claw attack, and one Many-Tailed Whip attack.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) fire damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) force damage.
Many-Tailed Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) lightning damage plus 11 (2d10) thunder damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Aralak.
Breath of Despair (Recharge 5-6). Aralak exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened of Aralak for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Aralak 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 Aralak, the creature can repeat the saving throw, ending the effect on itself on a success.
Spellcasting. Aralak casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: alter self (can become Medium when changing his appearance), confusion, detect magic, fly, major image, stinking cloud, suggestion, wall of fire
Teleport. Aralak teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Aralak 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. Aralak regains spent legendary actions at the start of his turn.
Attack. Aralak makes one Bite, Claw, or Many-Tailed Whip attack.
Teleport. Aralak uses Teleport.
Cast a Spell (Costs 2 Actions). Aralak uses Spellcasting.
Pillar of Sin. Aralak can empower one of the Pillars of Sin Located around the arena to affect creatures within a 30 foot radius with a status effect.
- Lust (Hell's Compulsion)
- A creature within 30 feet of this pillar must make a DC 18 Wisdom save or be charmed by Aralak for one turn. While charmed in this way, they are unable to look away from the pillar, move further from it, or target Aralak with spells or attacks.
- Aralak Bonus: When Aralak successfully charms a target, he can break the charm to gain advantage on an attack roll or saving throw of his choice on his next turn.
- Envy (Doubt Comes In)
- Compare the HP of two creatures within 30 feet of this pillar. The one with lower HP has disadvantage on all attack rolls and saving throws until they either leave the 30 foot radius of this pillar or have healed to full HP.
- Aralak Bonus: Using 2 Legendary Actions, Aralak can double the radius of this pillar to 60 feet.
- Wrath (Rage of the Exiled Devil)
- All creatures within 30 feet of this pillar must make a DC 18 WIS save or use their next reaction to make a melee attack against the nearest creature.
- Aralak Bonus: If this attack hits, Aralak's Maximum HP is increased by the amount of damage dealt.
- Greed (Stand Alone)
- A creature within 30 of this pillar must make a DC 18 INT save; if they fail, they are charmed and their next action CANNOT positively affect any creature but themselves.
- Aralak Bonus: For every successful Stand Alone cast, Aralak gains one use of Counterspell or Dispel Magic.
- Sloth (Melt into Malaise)
- The area within 30 feet of this pillar slows enemies until initiative 20 on the next turn. All movement speed within this area is halved and any creatures who attempt to leave it must make a DC 18 CON save or be stunned until the end of their next turn.
- Aralak Bonus: All movement speed not used within this pillar is granted to Aralak for use on his next turn.
- Gluttony (Miasma of Zuggtomoy)
- Channeling the Magic of the Lady of Rot, the area within 30 feet of this pillar becomes heavily fogged and heavy. Any creature within this are who takes more than a single action within their turn (action OR bonus action), must make a DC 18 CON save or take 4d10 necrotic damage.
- Aralak Bonus: While within this area, Aralak can take as many reactions on his turn as he chooses.
- Pride (Burden of Pride)
- A PC within 30 feet of this pillar must make a DC 18 CHA save; if they fail, they will be unable to receive healing for the next turn.
- Aralak Bonus: For each affected creature, Aralak's AC is increased by +2 until his next turn.
When Aralak, Consumed by Flame arrives within the Hells, demonic forces begin arriving in larger and larger waves. On each turn, roll a d6. Demons arrive to correspond with the list below.
1-2: 1d6 Imps
3-5: 1d4 Spined Devils
6: 1d2 Shadow Demons
Description
Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating him to the rulership of Malbolge.
For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus’s favor, since Asmodeus knew that Moloch’s scheming helped keep the other archdevils in check. The arrangement unraveled, however, when Moloch took the night hag named Malagard for his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The conspiracy nearly succeeded, but was ultimately thwarted. Moloch was stripped of his station and sentenced to death—only the timely use of a planar portal allowed him to escape.
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