Huge fiend (demon), chaotic evil
Armor Class 19 (natural armor)
Hit Points 216 (16d12 + 112)
Speed 40 ft.
Proficiency Bonus +7
Proficiency Bonus +7 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
28 (+9) | 22 (+6) | 25 (+7) | 21 (+5) | 24 (+7) | 24 (+7) |
Saving Throws Str +16, Con +14, Wis +14, Cha +14
Skills Perception +22
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
Senses truesight 120 ft., passive Perception 31
Languages Abyssal, telepathy 120 ft.
Challenge 21 (33000 XP)
Innate Spellcasting. The molydeus’s innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:
- At will: dispel magic, polymorph, telekinesis, teleport
- 3/day: lightning bolt
- 1/day: imprisonment
Legendary Resistance (3/Day). If the molydeus fails a saving throw, it can choose to succeed instead.
Magic Resistance. The molydeus has advantage on saving throws against spells and other magical effects.
Magic Weapons. The molydeus’ weapon attacks are magical.
ACTIONS
- Multiattack. The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite.
- Demonic Weapon. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can’t survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit.
- Demonic Battle Axe +5 (suggested). Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 14) slashing damage. The weapon has the following properties:
- Vorpal: If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can’t survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit.
- Dancing: The molydeus can use a bonus action to toss this weapon into the air and speak the command word. When the molydeus does so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of the molydeus’s choice within 5 feet of it. The weapon uses the same attack bonus as the molydeus. It returns to the molydeus’s hand right after it makes its attack.
- Wolf Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage.
- Snakebite. Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 12 (1d6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell.
- Snakebite (suggested). Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 12 (1d6 + 9) piercing damageplus 3 (1d6) poison damage, and the target must make a DC 22 Constitution saving throw. On a failed save, the target is poisoned and begins to transform into a manes over the course of 1d6 rounds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A greater restoration spell followed by remove curse spell also ends the effect. Once the transformation is complete, the target is permanently turned into a manes and is beyond restoration, short of divine intervention or a very carefully worded wish.
LEGENDARY ACTIONS
The molydeus 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 molydeus regains spent legendary actions at the start of its turn.
- Attack. The molydeus makes one attack, either with its demonic weapon or with its snakebite.
- Move. The molydeus moves without provoking opportunity attacks.
- Cast a Spell. The molydeus casts one spell from its Innate Spellcasting trait.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A Molydeus is a fearsome demon lord that serves as an enforcer of the will of the Abyss, especially in regards to the Blood War. It has the appearance of a muscular humanoid with dark red skin, horns, and a snake-like tail. Its right arm ends in a huge axe blade, while its left arm holds a venomous snake head. A Molydeus is a loyal and obedient servant of the Abyss, but also a cunning and ruthless hunter of those who defy its masters. A Molydeus is often sent by the balors, the most powerful of the true tanar’ri, to punish traitors, rebels, or rivals among the demonic ranks. A Molydeus is also a formidable opponent for any mortal who dares to venture into the Abyss or interfere with its plans.
COMBAT
A Molydeus is a master of melee combat, using its axe arm and snake head to inflict devastating wounds on its enemies. Its axe arm can decapitate foes with a single strike, while its snake head can inject a powerful venom that transforms victims into mindless manes. A Molydeus is also resistant to most forms of damage and immune to poison and mind-affecting effects. A Molydeus can sense the presence of any creature within 60 feet of it, and can communicate telepathically with any creature that understands Abyssal. A Molydeus is fearless and relentless in pursuit of its quarry, and will not stop until it has completed its mission or been destroyed.
HABITAT / SOCIETY
A Molydeus is a rare and solitary creature, usually found only in the deepest layers of the Abyss. It does not have a fixed home or territory, but wanders the chaotic planes in search of its assigned targets. A Molydeus does not associate with other demons, except to receive orders from its superiors or to report its success or failure. A Molydeus does not have any allies or friends, but also does not have any enemies or rivals among the demons. A Molydeus is respected and feared by all other denizens of the Abyss, who know better than to cross its path or interfere with its mission.
ECOLOGY
A Molydeus is a living weapon of the Abyss, created by unknown means to serve as an agent of destruction and terror. It does not have any natural or unnatural needs or desires, except to obey its masters and fulfill its duty. A Molydeus does not eat, drink, sleep, or reproduce, but only lives to kill. A Molydeus does not have any impact on the environment or the ecology of the Abyss, except to leave behind a trail of corpses and blood. A Molydeus does not have any value or use for anyone or anything, except as a tool of the balors.