Moloch (5e Creature)
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Medium beast, unaligned
Desert Resilience. The moloch automatically succeeds on saving throws made to resist extreme heat and cannot be blinded or damaged from sand-based attacks.
False Head. The moloch has a collection of neck tissue that looks like its head. The false head is destroyed when the moloch is bloodied, and can regrow after a long rest. A successful Wisdom (Perception) check DC 18 will reveal to any creatures that this head is fake and the following rules do not apply to attacks made by that creature. While it has this false head, the moloch has advantage on saving throws against being blinded, charmed, deafened, stunned, and knocked unconscious.
Spiked Hide. Any creature that touches the moloch or hits it with a melee attack while within 5 feet of it takes 5 (1d6 +2) piercing damage.
Multiattack. The moloch makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 +2) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (3d10 +2) slashing damage.
Water Siphon. The moloch transfers any liquid touching its skin or shell up to its mouth and either drinks it or spits it in a 10 ft. cone. If the moloch chooses to spit the liquid, it receives no effects from whatever liquid was in contact with its mouth. The moloch can use this ability as a reaction when targeted by any liquid attack, completing nullifying the effects.
Molochs, also known as "Thorny Devils," are named after the god Moloch, whose likeness they resemble. Molochs populate deserts, shrublands, and any other wilderness with a hot, dry atmosphere. They're large lizards with thick shells that are covered in sharp, curved spines used to ward off predators. Molochs can change their coloring to match their surrounding to some extent, typically taking on duller, darker shades of red, brown, yellow, and tan. They prey on rodents and oversized insects mainly, leaving larger animals alone. Molochs can survive up to two weeks with no food and three weeks with no water. They will not attack unless aggravated or starving, and are even friendly towards humanoids, serving as effective guard dogs to some settlements. However, some choose to hunt them for their spines, which would typically be used to make weapons or as trophies.