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|William Blake (1809, The Flight of Moloch, watercolour, 25.7 x 19.7 cm. One of Blake's illustrations of On the Morning of Christ's Nativity, the poem by John Milton|
Moloch the name of a devil associated with fire, affiliated with cultures throughout the Middle East, including the Ammonite, Hebrew, Canaanite, Phoenician and cultures in North Africa and the Levant.
Tophet is Moloch, which
was made of brass; and they heated him from his lower parts; and his hands being
stretched out, and made hot, they put the child between his hands, and it was
burnt; when it vehemently cried out; but the priests beat a drum, that the father
might not hear the voice of his son, and his heart might not be moved.
Later commentators have compared these accounts with similar ones from Greek and Latin sources speaking of the offering of children by fire as sacrifices in the Punic city of Carthage, which was a Phoenician colony. Cleitarchus, Diodorus Siculus and Plutarch all mention burning of children as an offering to Cronus or Saturn, that is to Baal Hammon, the chief god of Carthage. Issues and practices relating to Moloch and child sacrifice may also have been exaggerated for effect. After the Romans defeated Carthage and totally destroyed the city, they engaged in post-war propaganda to make their archenemies seem cruel and less civilized.
There stands in their midst a bronze statue of Kronos, its hands extended over a bronze brazier, the flames of which engulf the child. When the flames fall upon the body, the limbs contract and the open mouth seems almost to be laughing until the contracted body slips quietly into the brazier. Thus it is that the 'grin' is known as 'sardonic laughter,' since they die laughing.
Diodorus Siculus (20.14) wrote:
There was in their city a bronze image of Cronus extending its hands, palms up and sloping toward the ground, so that each of the children when placed thereon rolled down and fell into a sort of gaping pit filled with fire.
Diodorus also relates that relatives were forbidden to weep and that when Agathocles defeated Carthage, the Carthaginian nobles believed they had displeased the gods by substituting low-born children for their own children. They attempted to make amends by sacrificing 200 children of the best families at once, and in their enthusiasm actually sacrificed 300 children.
Moloch finds particular pleasure in making mothers weep; he specializes in stealing their children. According to some 16th century demonologists, Moloch's power is stronger in December.
In early modern and
In John Milton's Paradise Lost, Moloch is one of the greatest warriors of the fallen angels,
The Gates of Hell (Dice Freaks)
of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir,
Original Concept by Serge W. Desir, Jr.
Full netbook can be found on the following website
Dicefreaks d20 Community
|MOLOCH, Arch-Devil of Torment|
|The Twice Fallen|
|fighter 25/Lasher 10|
|Huge outsider (Evil, Extraplanar, Fallen, Lawful)|
|Symbol||A nail-tailed barbed whip, each lash wreathed in flames, on a dark blue inverted triangle|
|Hit Dice||40d8 + 35d10 + 825 (1495 hp)|
|Initiative||+16 (+12 Dexterity, Improved Initiative)|
|Speed||90 ft., Fly 200 ft. (perfect)|
|Armor Class||65 (-2 size, +8 armor, +10 deflection, +12 Dexterity, +21 natural, +6 profane), touch 34, flat-footed 65|
|Attack||Oppressor +95 melee (3d6 + 44 + 2d6 (lawful) + 3d6 (electric) + 2d6 (evil) + 1 (vile)/17 20/ x 2 + 2d6 (lawful) + 6d6 (electric) + 2d6 (evil) + 1 (vile) + 1d6 + death (Fortitude save DC 52); or +83 melee, claw (3d6+25)|
|Full Attack||Oppressor +95/+90/+85/+80 melee (3d6 + 44 + 2d6 (lawful) + 3d6 (electric) + 2d6 (evil) + 1 (vile)/17 20/ x 2 + 2d6 (lawful) + 6d6 (electric) + 2d6 (evil) + 1 (vile) + 1d6 + death (Fortitude save DC 52); or Oppressor +93/+93/+88/+83/+78 crack of fate melee; or Oppressor +91/+91/+91/+86/+81/+76 crack of doom melee; or 2 claws +83 melee (3d6+25) and bite +77 melee (3d6+12)|
|Space/Reach||15 ft. /15 ft. (30 ft. with Oppressor)|
|Special Attacks||Call devils, diabolical aura, the Presence of Hell, spell-like abilities, Lash of Punishment, Suffer the Children, crack of doom, crack of fate, death spiral, lashing whip, stunning snap 10/day (Fortitude DC 45), whip sneak attack +3d6, whiplash, wound|
|Special Qualities||Arch-devil qualities, close combat, cursed, damage reduction 30/epic, good and silver, Darkvision 60 ft., Diabolical Prowess, immunity to fire and poison, Low-Light Vision, magic circle against good, regeneration 22, resistance to acid 30 and cold 30, see in darkness, Spell Resistance 65, Submission of the Child, telepathy 1,000 ft., third hand, uncanny dodge,|
|Saves||Fort +52 (+56 vs petrification), Ref +53, Will +46|
|Abilities||Strength 60, Dexterity 34, Constitution 32, Intelligence 28, Wisdom 20, Charisma 30|
Appraise (leather) +13, Appraise (metal) +11, Balance +26, Bluff +48, Concentration +69, Craft (leatherwork) +34, Craft (blacksmith) +29, Diplomacy +65 (+63 with good beings, +71 with evil beings), Disguise +10 (+14 in character), Escape Artist +65 (+69 escaping ropes), Handle Animal +40, Hide +51, Intimidate +94 (+100 against evil beings), Jump +67, Knowledge (arcane) +49, Knowledge (nature) +13, Knowledge (the planes) +49, Knowledge (religion) +55, Listen +22, Move Silently +37, Ride +44, Sense Motive +22, Spellcraft +33, Spot +61, Survival 30 (+34 on another plane), Use Rope +45 (+21 with bindings)
|Feats||Alertness, Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Corrupt Spell-like AbilityB, Dark SpeechB, Dodge, Exotic Weapon Proficiency (Whip), Great Cleave, Great Fortitude, Greater Weapon Focus (Whip), Greater Weapon Specialization (Whip), Improved Bullrush, Improved Critical (Whip), Improved DisarmB, Improved Feint, Improved Initiative, Improved TripB, Iron Will, lightning reflexes, Mobility, Mortalbane, Power Attack, Quick Draw, Spring Attack, Vile Martial Strike (Whip), Weapon Focus (claw), Weapon Focus (Whip), Weapon Specialization (Whip)|
|Epic Feats||Armed Deflection, Blinding Speed, Devastating Critical (Whip), Dire Charge, Epic Evil BrandB, Epic Prowess, Epic Weapon Focus (Whip), Epic Weapon Specialization (Whip), Improved Combat Reflexes, Overwhelming Critical (dagger), Penetrate Damage Reduction (adamantine), Spellcasting Harrier, Vile Death Strike|
|Environment||Any land and underground (wandering the Prime Material Plane)|
|Organization||Unique (Solitary) 2-12 Tophets|
|Treasure||Quadruple standard plus bag of holding IV, +8 bracers of armor, and Oppressor|
career of the arch-devil Moloch has been a tumultuous one rife with dramatic triumphs
and deplorable failures. Currently, Moloch has never been lower. However, his
stubborn determination and his overwhelming dedication to revenge have managed
to keep Moloch alive and a continued threat to Creation.
Moloch was originally a
powerful astral deva. Unlike most such beings, who typically are sent into the
Depths Below to battle fiends, Moloch was granted the responsibility of defending
and protecting children. The Virtues of Heaven considered this a great reward
for Moloch, who had cast down many demons and devils. Moloch, a great warrior,
viewed his new station as an insult. For a time, though, Moloch served in his
capacity as the defender of the innocent well, and soon came to be revered almost
as a god. Realizing this newfound aspect to his new position, Moloch quickly
began to demand tribute for his services, and it was here that his star began
to dim. It is unclear what kind of punishment his behavior would have earned
him since it was near this time that Eblis and Beelzebul began to challenge
the Bastions of Righteousness. Recalling Molochs strength and aggressive
nature during their time together in the Realities Beyond, Beelzebul approached Moloch and bade him to serve as a great general in the war against
the Realms Above. Of course, the attempted coup ended in The Great Fall, and
Moloch along with Belial, Eblis, Beelzebul,
and other notable celestials was cast out of the Realms Above.
Filled with rage, Moloch
was all too happy to accept Asmodeus offer when he arrived in Hell. He
joined with Beelzebul as
a Duke of Hell. Unfortunately for Moloch, he was neither as crafty as Belial nor as intelligent as Beelzebul to become a Lord of the Nine and soon found himself under his former allys
yolk. Moloch became Beelzebul's enforcer and Grand Viceroy, ensuring his ascendancy to the Lordship of the Seventh
Hell. In return for his loyalty, Beelzebul helped Moloch overthrow Lilith, Lord of the Sixth at the time, and placed him
as his Imperial Duke. Thus, did Beelzebul control two layers of Hell through Moloch. Initially, Moloch was content enough,
but soon he wanted to rule on his own. Unfortunately for him, he could not compete
with Beelzebul's network
of spies and, as a result, Moloch found his hands tied. He took his frustrations
out on his cultists, children, and his consort, the former Lord of the Sixth, Lilith.
Molochs term as the
Imperial Duke of the Sixth came to an end during Dies Irae. Always allied to Beelzebul, Belial, and
Astarte against Mephistopheles and his allies, Moloch had great enmity with
the Lord of the Fifth, Geryon. When the Dies Irae raged, Moloch did his best
to personally destroy Geryon. However, this plan did not come to fruition for
the Dies Irae ended with the defeat of all the Lords at the hands of Asmodeus.
Enraged, Moloch was susceptible to the whispers of Lilith, who encouraged him
to curse Asmodeus to his face rather than supplicate himself at The Overlords
feet as the other Lords had done; Moloch foolishly listened to Lilith, who claimed
that Asmodeus would respect such a show of power on Molochs part. A grimly
amused Asmodeus stripped Moloch of his Lordship and cast him out of Hell.
his second fall from power, Moloch has traveled the Cosmos, seeking ways to regain
his power. At one point, he came extremely close, having built a great army he
believed was strong enough to overthrow Lilith and her forces. Unfortunately for
Moloch, a great cosmic calamity locked him from the conflict in Hell, resulting
in the decimation of his armies without his guidance. Moloch blamed a group of
powerful adventurers for this latest failure and he has since spent the past few
years doing everything possible to ruin their lives short of killing them.
In the meantime, Moloch
has decided to take a more subtle approach to destroying Lilith by passing himself off as a demigod of the sun, youth, and vitality on a small
material world. So far, no one knows of this latest plot, but given Molochs
track record so far, it is unclear whether or not much will come of it. Moloch
has no allies in Hell and few beyond. If Moloch finds success in his venture
as a cosmic alternative for sun worshippers, it is probable that he will expand
his list of enemies. As a god of vitality, Moloch is offers a version of sun
worship in which the fires of the sun offer energy and strength to those with
the will and noble nature to use it. Sun gods across the Cosmos particularly
those of good intent would likely turn a disapproving eye to the Twice
Fallen. Moloch has few diabolical ties, and all are filled with antipathy on
both sides. His greatest rival and a constant thorn in his side is Duke Amdusias of the Sixth Hell. Harboring a perverse dedication to children, Amdusias loathes Moloch and his appetite for child sacrifices. Although his own mother
and liege, Lilith, also demands child
sacrifices, Amdusias has no power
to confront her; thus, Amdusias places all of his anger and disgust against the practice by harrying Molochs
worshippers. Moloch has responded by sending his worshippers into forests he
suspects have been dominated by Amdusias where they raze the entire area. The enmity between Moloch and Amdusias continues to grow and it is probable that Moloch and Amdusias will one day come to personal combat; although Moloch is clearly the stronger
of the two, it is possible that Lilith herself may intervene on her sons behalf not out of maternal instinct
(she has none) but out of a need to humiliate Moloch once again. Moloch continues
to have a severe rivalry with Geryon the Beast. Although not as intense with loathing as it once was, Molochs
relationship with Geryon is still
filled with hate. If Moloch could put aside his anger, it is probable that Geryon would take any offer of temporary unity in order gain revenge against the current
Peers of Perdition. The final devil of note with whom Moloch has any dealings
is Bael the Lord of the First.
Although Moloch is not dedicated to warfare and combat, most who have started
to worship him are drawn to his portfolio that promises strength of arms and
uses flames as a totem. This is startling close to some Bael worshippers. So far, Bael is
unaware of what has swelled his cultists on the world in which Moloch is currently
operating, but once he takes the time to explore, Bael will probably continue
to allow the charade. So far, Moloch has done nothing to contest Bael, although
it is likely that if Moloch decides upon demi-godhood rather than revenge against Asmodeus and Lilith that he will respond to the Warlord of Avernus forcefully.
has long since lost his angelic features. Incredibly tall, Moloch towers over
fiends and even most of the Lords of the Nine. His body is athletic and
angular, seemingly made from a block of immobile stone, and is the color of a
rotting orange. His head is large, as are his slanted glowing black eyes. He typically
wears a large, iron crown that conceals most of his face, although wisps of flame
and tendrils of smoke often drift from behind the grates of the front-piece of
the crown. When Moloch removes the crown, he reveals his perpetually gaping maw,
rows of shark-like teeth that glint in even the dimmest light. Two small horns
top his head; the horns, like his face, are vaguely bovine in nature. Moloch wears
severe clothes that cross the finery of a noble or king with that of a mortal
taskmaster or torturer. Moloch speaks with booming declarations and screaming
vindictives, often punctuating points with a crack of Oppressor.
there is one area in which Moloch excels, it is martial combat. Moloch relishes
physical confrontations as he always eager to beat, lash, and whip pliable flesh
into bloody, lacerated mewling victims. It takes little effort to instigate a
fight with Moloch; often, a single poor phrase or strange look is all it takes
to throw the Arch-Devil of Torment into a rage.
always begins battle with his Diabolical Aura; he always sets it to force his
foes to cower as he wants them within easy reach to physically abuse. If facing
good aligned adversaries, he will also call on his Protective Aura. Moloch will
then use Suffer the Children, positioning himself in order to affect arcane and
divine spellcasters to the utmost. When Moloch enters melee, he will use Lash
of Punishment to different degrees. Against warriors and rogues, the Twice Fallen
will beat them into submission; he will seek to sap spellcasters of their vitality
and casting power. From this point on, Moloch will concentrate on horribly killing
all within sight in the most gory, painful fashion. He will often draw out combat,
leaving certain foes writhing pain for a few rounds before killing them. He has
been known to accept damage in order to commit to a coup de grace.
takes a lot for Moloch to bother with spell-like abilities in combat. If he does
resort this sort of thing, the focus will be in tearing down any magical defenses
his foes have. Multiple meteor swarms are par for the course. Moloch will rarely
summon allies, believing that he must show all challengers that he is truly worthy
of regaining his station as Lord of the Sixth.
Devils (Sp): As a standard action Moloch can attempt to call devils. He may
attempt to call up to three times a day, 3 pit
fiends (see below), 9 gelugons or cornugons, or 18 of any
lesser type of devil. Moloch has a 50% chance of success with each calling attempt.
Since these devils are called, they have the ability to summon other devils as
their Monster Manual descriptions allow. Since he was deposed, Moloch has been
wary to call any devils, fearing further reprisals from Asmodeus (who, in truth,
could care less if Moloch calls devils and is amused by Molochs newfound
Moloch is always in the
company of three Nessian
pit fiends that were banished with him after the Dies Irae. Bethage, Herobaal,
and Tartach each command small armies of devils and have not lost access to
their summoning abilities. Moloch may call any of these three pit
fiends with no risk of failure. Although Moloch rightly suspects that at
least one (actually all three) of the pit
fiends are actually working for Asmodeus,
he knows that he has need for them and that it would take a lot for any of them
to defeat him. For now, the orders of these three pit
fiends from Asmodeus is to obey the Arch-Devil of Torment in all things unless they hear otherwise
from the Martinet, the Hidden Lord,
or The Overlord himself. To date, Moloch has not attempted to establish any
ties with other Fallen, finding all of them to be pathetic, undisciplined sops.
Aura (Ex): Molochs Diabolical Aura can be ignored on a successful Will
save DC 49.
Lash of Punishment (Su): There are few beings in existence capable of wielding a Whip with greater proficiency than Moloch. So great is his mastery of this terrible
weapon that Moloch can terrorize anyone who has felt its lick. Moloch has a
variety of ways to issue punishment with a Whip.
In all cases, Moloch may affect victims who have been injured by one of his Whip attacks over the past six rounds that are within
30 feet of his person. The basis for the effect is upon the most recent round,
so if a victim is struck one round, and then struck again six rounds later,
any attempt Moloch makes to punish the victim begins at the sixth round. Moloch
can use Lash of Punishment up to six times a day.
Moloch can demand a course of action from any victim of a successful Whip attack
if they fail a Will save DC 49. Victims become so frightened of being struck again
that they will do almost anything to avoid another lash. For the next six rounds,
all victims of his Whip attack will do as told within the limits of the command
spell except Moloch has an upward limit of nine words when issuing his commands.
Once the victim saves, the victim is immune to this effect for 24 hours.
Moloch can beat a person severely enough to drain them of energy and vitality.
Moloch forces a victim struck by his Whip to make a Fortitude save DC 49 or suffer
3 negative energy levels and 3 points of Constitution damage. The effect lingers
for 24 hours, after which the victim must make another Fortitude save (based upon
the lowered Constitution score) or permanently lose 3 character levels and suffer
a Constitution drain of 3.
Moloch can strike a person in the face. If the victim fails a Reflex save DC 49,
she suffers from blindness as cast by a 49th level sorcerer and suffers 3 points
of Charisma damage from the terrible welt that mars the victims face.
of Hell (Su): Molochs Presence of Hell has a 1,200-foot radius, and
all effects are as those cast by a 49th level sorcerer.
Purge Innocence (Su): Much in the same way Moloch abandoned any sense of decency or goodness during
the years immediately preceding and during The Great Fall, so too can he feed
on the innocence and goodness in any being. 3/day, Moloch may Purge Innocence
on any sentient being he touches or damages with his Whip, Oppressor. The victim
receives a Will save DC 49 to avoid the effect. When Moloch does this terrible
act, he causes the victim to slide one step away from goodness, to neutrality
or from neutrality to evil. The victim then behaves from that point on as a
being dedicated to its new alignment, although the victim is not necessarily
beholden to obey Moloch. If Moloch uses this ability on Lawful Evil beings,
they become his willing slaves. Once the victims innocence is purged,
the only way it can be restored is if a remove
curse, followed by an Atonement spell
is cast, both by a cleric of a good god of at least 18th level. Moloch is loath
to use this ability on any beings that are not Lawful in nature as hes
uninterested in perpetuating the forces of pure or Chaotic Evil. His favorite
victims are common, good people, followed closely by paladins.
Spell-Like Abilities: At will aid, animate dead, bestow curse, blasphemy, charm monster, contagion, continual flame, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect magic, discern lies, dispel good, fear, flame strike, greater dispel magic, greater invisibility, greater teleport, magic circle against chaos, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, raise dead, suggestion, symbol of pain, unhallow, unholy aura, unholy blight, wall of fire;
inflict light wounds, see invisibility;
3/day destruction, firestorm, meteor swarm;
1/day blade barrier, harm, hellball, wish.
spells are cast as a 49th level sorcerer (save DC 29 + spell level).
of the Child (Su): As a former patron of children, Moloch now hates the young
and the innocent. Where he once embraced them in love and protection, Moloch now
seeks to watch them writhe in torment as flames, acid, or other terrible conditions
consume their soft flesh. Although no longer a Lord of the Nine, Moloch can still
grant power to those willing to commit the atrocious act of child sacrifice.
For every six
children sacrificed to Moloch (see Suffer the Children below) within a six day
period, the celebrant gains a boon from Moloch as per the Sacrifice rules in the
Book of Vile Darkness. If the child is murdered in a quick ceremony (10 minutes),
the rewards are as listed in the Sacrifice rules. If the child is murdered in
an involved ritual that maims or mauls her before death (30 minutes), the celebrant
receives a +3 bonus to his Knowledge (religion) check. If the child is consumed
in flames in an altar dedicated to Moloch, the celebrant receives a +6 bonus to
his Knowledge (religion) check.
prefers the sacrifice of children who are aware of what is happening to them,
so they must be at least 10 years of age and no older than 16. They must always
be unspoiled and of good alignment. Finally, the child must be unwilling
to die. If these three criteria are met, there is no limit to the nature of reward
the celebrant gains (essentially, the celebrant can acquire a wish numerous times).
In the event
that the celebrant is not evil upon his first sacrifice, he becomes irrevocably
Lawful Evil and his soul condemned to serving Moloch as a lemure upon death. In
most cases, Moloch consumes the former client, although in the past, Moloch usually
used the stronger victims as slaves in his armies. The only way to escape this
terrible fate is for the celebrant to acquire Atonement from a 31st level cleric
of a good aligned god, losing all of his benefits from the sacrifice in the process;
the penitent must then undergo a quest to right the wrongs and heal the hurts
he caused to the loved ones of the murdered children. The penitent receives two
weeks per child murdered. If the penitent cannot accomplish the quest with the
time frame, he dies instantly and his soul becomes Molochs.
the Children (Su): Upon his Fall from the Realms Above, Moloch abandoned
his patronage of children and demanded their deaths as punishment for what the
Bastions of Righteousness did to him. Moloch can cause all within 60 feet to suffer
in a manner similar to that of a symbol of pain in addition to the effects described
below. While children (up to 16 years of age) do not gain a saving throw against
this effect, all others must make a Fortitude save DC 49. Affected beings suffer
for 9 rounds at which time they receive another Fortitude save DC 49 (while under
the effects of the symbol of pain). Those who are successful only suffer 6 points
of damage. Those that fail die, their souls consumed by Moloch.
Moloch consumes an innocent soul (a child as described in Submission of the Child),
all of Molochs ability scores, armor class, caster levels, and DCs are increased
by one per soul for one day per soul. Nothing short of a miracle or wish cast
by a good divine or arcane caster of at least 31st level (or the direct intervention
of a god or cosmic entity with access to Alter
Reality, Hand of Life, Life
and Death, or Mass
Life and Death salient divine abilities) can restore a soul (one
soul per spell cast). If this soul is restored within three days of its being
devoured by Moloch, he suffers a 2 penalty on all abilities for each restoration
for three days at a time. Regardless of whether or not Moloch is adversely impacted
by a restored soul, he is still aware of the restoration, as well as the location
and power of the one who would dare rob him. There is a 1% chance per number of
souls restored by a particular caster that Moloch will decide to avenge himself
in a most gruesome manner.
does not receive any benefit from sacrifices done in his name unless he is physically
present during the event or unless six children are sacrificed within a 24 hour
period by the same celebrant.
is suspected that when he was a Lord of the Nine, Molochs Suffer the Children
was far more potent.
The origin of this powerful Whip is unknown, although most suspect that it was a gift from Molochs
former master, Beelzebub the Lord of the Seventh. Oppressor is a six-tailed Whip, its lashes made crackling lightning bolts, its handle the solidified
protoplasm of a balor. Oppressor strikes as a +9 axiomatic,
lightning blast, unholy mighty Whip.
Any being touching Oppressor without Molochs express permission must make
a Fortitude save DC 49 or be struck dead; one that survives suffers three negative
energy levels so long as the Whip is in her possession. Moloch can effortlessly
track Oppressors location and will do virtually anything to retrieve his
favorite weapon. In Molochs hands, Oppressor always confers his maximum Strength score on attacks and damage (included in the statistics above). In
the hands of another, the Whip grants a +4 Strength bonus to attack damage only.
Moloch always carries Oppressor,
and typically wears +8 bracers of armor.
Due to his exile from Hell, Moloch has taken to carrying a bag
of holding IV in which he carries a wide variety of items.
summoning ritual is among the most elaborate and disturbing of all the Powers
of Hell short of the Lords of the Nine. Moloch requires the sacrifice of the innocence
in order to appear in the mortal coil and he accepts no substitutes.
The summons must take place in a stone encased location that is open to the sky. Unlike most devils, Moloch actually prefers to be summoned during the heat of the day under a burning sun; in such conditions, the summoner receives a +3 bonus to the Spellcraft check. Dormant volcanoes, abandoned temples of the sun, and similar locations are known to be ideal for summoning Moloch. Within the summoning area the summoner must place a Tophet of Moloch that doubles as an oven. The Tophet must be at least ten feet high and five feet wide. In some perverse parody of the celestial number seven, the likeness must have seven compartments that can be shut with either a stone or bronze cover while the base of the image must have enough room for coal or wood for burning fuel. Aside from the lowest compartment, which is fairly large and in the belly region of the image, the other compartments are typically small (the size of a small chest). There must be religious drumming and chanting (usually a refrain in which Molochs name is repeated over and over, growing in intensity and speed as the ritual progresses).
At the beginning of the
ritual, the summoner enters and lights the furnace at the bottom of the image.
As the other summoners begin to chant and drum, the summoner begins placing
different items within the upper most six compartments. Moloch does not require
specific offerings other than they must represent concepts related to purity,
innocence, healthy, fecundity, or youth. Typical offerings include such things
as the remains of a calf, the lock of a childs hair, dove feathers (or
a whole dove), and flour or yeast. In the final compartment, the summoner must
place a living (preferably conscious) child no older than 16 years of age. The
child must be devoid of blemishes (Charisma of at least 14) or hair and must
be of good alignment. The child is burned alive within the lowest chamber. As
the child is sacrificed, a blast of flames will explode from the belly of the
image to consume the offerings in the upper chambers. Once the child is dead,
eyes of the Tophet will flare up with yellow
flames and a roaring column of fire will launch into the air. With an earth-shaking
explosion, the image will burst apart leaving Moloch in its stead.
is extremely unpleasant in most summons, demanding that the summoners worship
and praise him for at least one full minute, all the while debasing and insulting
them. He is easily angered and it takes the most insignificant ill-thought comment
to enrage and cause him to attempt tearing down the wards of his summons. For
all points and purposes, Moloch is considered Hostile as soon as he appears unless
there are five more sacrifice victims present. In such cases, Moloch will immediately
call on Submission of the Child and consume their souls. Moloch will then offer
any number of boons as described in Submission of the Child. In any case, Moloch
will march around the summoning area, cracking Oppressor on occasion when making
a point. He will shout, scream, and threaten. Although this behavior may seem
Chaotic, in truth, Moloch is testing the mettle of his summoners. He hates weakness
and will not parley with those who cannot at least try to conceal their fear (Moloch
wants them to be afraid, though, make no mistake).
When the summons is complete, Moloch will return to the center of the room and his form will begin to glow an ugly, burning orange. Cracking and hissing sounds will fill the room as he turns into a new stone image of his person which can be used for future summons. As he disappears, the screams of any child sacrifice victims will fill the room and remain therein for the next nine hours. Any that enter the room during this time must make a Will save DC 49 or be affected by wail of the banshee (only one save is needed during the nine hour period per sacrificed child).
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