TEXT: Bloodstone Press                                                                                                                                                                                                                                  Amazons Vs Valkyries: Mystery Cults 
  1 
  Cult of Moloch 
   
   
  CULT OF MOLOCH 
  INTRODUCTION  
  elcome to the Mystery Cults series 
  for the Amazons vs Valkyries 
  adventure setting. The religious 
  cults presented here are just a few 
  of the hundreds that exist in this 
  setting. Some are dedicated to 
  chthonic gods that are almost forgotten, while 
  others worship new deities, such as Alexander the 
  Great. These cults are most common in Greece and 
  the Greek colonies, but also exist in Egypt, Persia, 
  Rome, and Carthage. Even in less civilized lands 
  druids, witch doctors, and other religious leaders 
  join together, keep secrets, pursue common goals, 
  and organize themselves in a hierarchy. 
   
   
   
   
   
   
   
   MYSTERY CULTS  
  Mystery cults are secret societies that exist within 
  religious institutions. Like other secret societies, 
  their existence is well known, but their rituals, lore, 
  and objectives are concealed. Only the initiated are 
  allowed access to these secrets.   
   
  Levels of Initiation. Cult membership is divided 
  into a hierarchy of at least twenty degrees or ranks. 
  Some cults have more than sixty ranks. Only the 
  high priestess (or priest) is privy to all the cult’s 
  secrets.  
   
  Exclusivity. None of these cults require their 
  members to disavow or deny other deities and 
  cults. In fact, many people are simultaneously 
  members of multiple cults.  
   
  This file contains disturbing content that is not 
  suitable for all audiences. This content includes:   
  Content Warning! 
  • Extreme violence/cruelty  
  • Sexual references  
  W 
  
  Bloodstone Press                                                                                                                                                                                                                                  Amazons Vs Valkyries: Mystery Cults 
  2 
  Cult of Moloch 
   
   
  Cult Secrets. Only the initiated know the true 
  name of the cult’s deity, and they are forbidden to 
  speak it to anyone outside the cult. At each level of 
  initiation, a different true name is revealed to the 
  member with only the high priestess knowing the 
  actual true name of the deity. Mystery cults also 
  harbor many other secrets and esoteric lore. Some 
  examples are listed on the table below. 
   
  Initiation Fees. Although membership in most 
  cults is open to everyone, initiation rites have fees. 
  These fees offset the cost of the ritual and help 
  support the temple and its ambitions. The amount 
  of the fee increases with each degree and depends 
  on many factors, including how much the applicant 
  can afford and how much the cult leaders desire 
  the new member.  
   
  Initiation Times. Most cults conduct initiations 
  once per year. Common dates include the first full 
  Moon after the Winter Solstice, the Spring Equinox, 
  and the Summer Solstice. The process usually 
  involves preliminary ritual purification, eating 
  sacred foods, and confessing of wrong doing. This 
  takes at least three days and sometimes up to two 
  weeks. The actual ceremony begins at sundown 
  and continues until sunrise. During the ritual, the 
  initiates consume psychoactive substances and 
  venture into a deep cavern where they have 
  unnerving encounters with deities and demons.  
   
  Membership Advantage. Besides access to 
  secret lore and powerful associates, being a cult 
  member has other perks. Membership can mean 
  that your business wins a lucrative contract from a 
  trade guild or local magistrate. It could mean that 
  your child is educated by an expensive Greek 
  tutor, or your competitor suffers a tragic setback.   
   
  Leadership and Members. Cult hierarchies are 
  separate from temple priesthoods. While most 
  leadership positions within the cults are occupied 
  by priestesses (or priests), not all temple 
  priestesses are members of the mystery cult. 
  Likewise, most cult members are not priestesses 
  or employed by the temple; they are private 
  citizens, lawyers, merchants, stage actors, lords, 
  scribes, and princesses. 
  NPCs Only! 
   The Cult of Moloch is for DMs to create heinous 
  villains for players to defeat. Players should not 
  play paladins with this oath. 
   
   
  D20 
  Secret Lore 
  1 
  Facts about mythical events  
  2 
  Location of an entrance to the Underworld 
  3 
  Location of a gate to another dimension  
  4 
  Location of a prison holding a demon or deity 
  5 
  Formula for creating magical items 
  6 
  Rare spells  
  7 
  Facts about other planes in the multiverse 
  8 
  Facts about a mythical beast 
  9 
  Facts about distant lands 
  10 
  The true ambitions of a major political figure 
  11 
  Archaic or extinct language(s) 
  12 
  Secret of navigating the tunnels of Europa 
  13 
  Lore of a lost or forgotten civilization 
  14 
  Location of a legendary magic item 
  15 
  Clues or answer to a puzzle or riddle 
  16 
  Location of a sacred site  
  17 
  Lore about a humanoid or monstrous race 
  18 
  Lore of a lost, magic-like technology  
  19 
  Location of a magical island  
  20 
  Lore about the Amazons Vs Valkyries conflict 
   
  
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  3 
  Cult of Moloch 
   
   
  THE CULT OF MOLOCH 
  Domains: Divination, Fire, Fertility, War 
  Location: Carthage, Phoenicia, Iberia  
  Cult Secrets: Torture, purification, fire lore 
   
  Moloch is a monstrous, prehistoric deity who 
  embodies fire and evil. He is a king of the 
  Underworld and associated with Time, Lordship, 
  and Fertility. Moloch is a child of the Great Mother, 
  the brother of Ba’al Hammon, and a consort of 
  Ashtoreth. He has had many children, but devours 
  them all.  
   
  Moloch only accepts offerings that are made 
  through fire or war. He revels in conflagrations and 
  bloody sieges. When cities burn and innocents are 
  slaughtered, Moloch is there.  
   
  Moloch’s favorite delicacy is innocent children.  
  Slaughtered in gory violence or burned alive, he 
  feasts on them daily. His priests constantly gather 
  offerings from the citizenry, either for scheduled 
  rituals or because they have associated some 
  recent misfortune with Moloch’s displeasure. On 
  Moloch’s holy days, when military disasters befall 
  Carthage, and when volcanoes erupt, Moloch 
  binges on hundreds of offerings.  
   
  The Cycle of Power. With his influence over 
  Time, Moloch brings wealth and power to his 
  devoted worshipers. They in turn use their 
  resources to further Moloch’s agenda. In this way, 
  he has brought tremendous riches to the 
  Carthaginians and they have enabled his cult’s 
  expansion into many new lands.  
   
  War. The cult’s military aspects attract the 
  most ruthless and ambitious warriors. Within 
  Carthage’s Sacred Band, there is a unit of Moloch’s 
  champions. Their commander is also a senator and 
  an advisor to the general of the armies.   
   
  Fires Below. Moloch causes volcanoes, geysers, 
  and hot springs.  Entrances to his underworld 
  kingdom can be found deep in the crevices of 
  active volcanoes. 
   
  THE TEMPLES 
  Moloch’s cult is based in Carthage, but has temples 
  and shrines in Iberia, Sardinia, Sicily, Malta, and 
  other Carthaginian colonies. A few sects operate 
  secretly in Phoenicia, Egypt, and Anatolia.  
   
  Temples. Moloch’s large urban temples are 
  imposing stone structures with entrances that 
  resemble the deity’s gaping mouth. They always 
  include a statue of the deity, which is a hideous 
  bull-like creature with three eyes and bat wings. 
  Ritual orgies and mass sacrifices are held in these 
  temples on a regular basis. Prisoners of war may 
  also be sacrificed here.   
   
  Tophets. Small communities and some urban 
  neighborhoods have shrines called tophets. These 
  are always shallow caves or grottos, some with 
  artificial roofs built to make them seem more like 
  deep caves. Near the entrance of each tophet 
  stands a large stele dedicating the shrine and 
  honoring those who funded its construction. 
  Tophets usually include graphic murals on the 
  walls, a long table for offerings, and an altar and 
  fire pit near the front. Worshipers are not allowed 
  inside the shrine. They gather before the stele at 
  the entrance to pray, hear sermons, and receive 
  blessings. Animals that are sacrificed in the shine 
  are roasted and eaten in ceremonial feasts. When 
  humans are sacrificed, it is a dramatic event. The 
  priests chant loudly while musicians feverishly play 
  their drums and pipes to drown out the horrible 
  screams from within the shrine.  
   
  Initiation. Initiation rites are held on the 
  solstices and equinoxes. Initiates are burned with a 
  hot iron on the upper chest, hand, shoulder, or 
  face, branding them with the mark of Moloch.  
   
  Ritual Sex. Moloch’s clergy prostitute 
  themselves as an act of devotion. Offspring 
  produced from these rituals are sacrificed to 
  Moloch.   
   
   
   
   
  
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  4 
  Cult of Moloch 
   
   
  FESTIVALS  
  There are no festivals celebrating Moloch, but 
  regular sacrificial rites are held in his honor. 
  Sumptuous feasts are always part of these events 
  with attendees consuming the chard meat of 
  sacrificed animals and imbibing wine as a symbolic 
  way of drinking blood.  
   
  Funerals. Moloch’s priests oversee funerals, 
  conducting cremations and last rites. Cemeteries 
  include cooking and dining areas where funerary 
  feasts are held among the human remains.  
   
  Holy Days. Sacrifices in Moloch’s honor are 
  made on holy days determined by the cult’s secret 
  calendar. One of these days is the Blessings of the 
  New Year held on the Winter Solstice. Three-
  hundred-sixty-five infants are immolated as the 
  priests petition Moloch for good fortune and 
  victory in the coming year.   
   
  Families are chosen by lottery to donate a child. 
  Initially, they can pay the temple a tithe and 
  substitute an animal for this sacrifice, but the cult’s 
  extremists later prohibit this option. 
   
  Honor of Moloch. After a victorious battle, the 
  dead are burned in a massive cremation honoring 
  Moloch. Captured enemy soldiers may also be 
  sacrificed at this time.  
   
  Rite of the First Born. Families are encourage, 
  and later required, to give the cult their first born 
  child. This ensures financial prosperity for the 
  family and the community.  
   
  Military Disasters. If Carthage suffers a major 
  military defeat, the likely reason is Moloch has 
  abandoned them. To appease him, they must 
  provide him with abundant, valuable sacrifices.  
   
  Volcanic Eruptions. A violent eruption is a sure 
  sign of Moloch’s displeasure and an indication that 
  mass sacrifices must be made immediately.  
   
  MIGRATION AND EXPANSION 
  Other deities, including the Great Mother, have 
  driven Moloch’s cult from Phoenicia. While a few 
  sects remain, performing their rites in secret, most 
  of Moloch’s faithful found religious freedom in 
  Carthage. In the new colony, they insinuated 
  themselves among the aristocracy and gained 
  control of the government.  
   
  Although discouraged or outlawed in many 
  places, Moloch’s cult is widespread in Carthaginian 
  territories. When Carthage establishes a new 
  colony, Moloch’s missionaries soon arrive to 
  spread the faith. Any attempt to resist or curb the 
  cult is met with extreme intolerance and 
  retribution.  
   
  FUNDAMENTALIST FACTION 
  A fanatical sect has recently risen within the cult. 
  They preach a radical, militant doctrine and 
  terrorize the Carthaginian citizenry. They have 
  purged moderates from their ranks and gained 
  control of several senators.  
   
  The extremist cult leaders have banned 
  inhumation, mandated cremation, and prohibited 
  families from substituting animals for sacrificial 
  children. They strictly enforce the Rite of the First 
  Born, which many families try to avoid. Denying or 
  offending Moloch is outlawed. If the sacrifice’s 
  parents or anyone else grieves during the 
  ceremony, they are arrested and punished for 
  insulting Moloch. Speaking ill of Moloch is also 
  outlawed. The faithful are encouraged to report on 
  fellow citizens and the cult has covert agents who 
  test civilians with entrapping conversation.  
   
  All good fortunes are attributed to Moloch’s 
  benevolence and misfortunes are attributed to his 
  displeasure. His priests teach that sacrifices ensure 
  financial prosperity and military victory.  
   
  As conflict with Rome intensifies, Moloch’s 
  priests insist that substituting slaves, peasants, or 
  animals for proper sacrifices has become too 
  common and offends Moloch. For victory over 
  Rome, Moloch needs more succulent souls.   
  
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  Cult of Moloch 
   
   
  OATH OF IMMOLATED SOULS 
  Moloch’s champions are agents of conflagration 
  and battle. They slaughter anyone opposing them. 
  They only take prisoners to sacrifice them. Their 
  vaults are overflowing with wealth, their 
  reputations awash in terror.   
   
  TENETS OF MOLOCH 
  Though the exact words and strictures may vary, 
  paladins with this oath share the following tenants.  
  Mercilessness. Moloch hates weakness and 
  remorse. Make your decisions and embrace the 
  consequences.  
  Die in a Fire. The most honorable death is in a 
  conflagration. I will provide an honorable death for 
  as many creatures as possible.  
  Make the World Burn. Moloch’s appetite is 
  insatiable. There is no end to the souls I can send 
  him or the rewards I can earn.  
   
  CHANNEL DIVINITY 
  When you take this Oath at 3rd level, you gain the 
  following two Channel Divinity options: 
  Flaming Weapon. As an action, you can imbue 
  one weapon that you are holding with Moloch’s 
  fire, using your Channel Divinity. For 1 minute, your 
  melee weapon inflicts 1d8 additional fire damage 
  with each attack. The weapon also emits bright 
  light in a 20-foot radius and dim light 20 feet 
  beyond that. If the weapon is not already magical, 
  it becomes so for the duration. If you sheathe or 
  drop the weapon, or fall unconscious, the effect 
  ends.  
  Crush the Weak. As an action, you exude an 
  unholy radiance in a frightful display of Moloch’s 
  power. All creatures within 
  30 feet of you that can 
  see you must succeed 
  on a Wisdom saving 
  throw. On a failure, 
  they become 
  frightened of you 
  for 1 minute. 
  OATH OF MOLOCH SPELLS 
  SACRIFICE OF MOLOCH  
  At 7th level, when you kill a creature, you can use a 
  reaction to dedicate its soul to Moloch. When you 
  do this, the creature can never be resurrected or 
  reincarnated and you gain a bonus on your next 
  melee attack equal to your Charisma modifier. If 
  unused, this bonus fades after 1 minute.  
   
  At 18th level, the bonus applies to all your 
  melee attacks for 1 minute.  
   
  WEALTH 
  When you reach 15th level, Moloch’s power tilts 
  financial transactions in your favor and sends you 
  windfalls, increasing your net worth. 
   
  Favorable Transactions. When you sell an item 
  or service, your payment is 10% more than the 
  standard value or rate. When you purchase goods 
  or services, you pay 10% less than the listed price.  
  Windfalls. You receive a sudden distribution of 
  cash. This may be a business investment that paid 
  off, installments from a debtor, an inheritance, or 
  something else. You receive a number of gold 
  pieces equal to 1d20 times your proficiency bonus 
  + 50. You roll again and receive another payment 
  each time to gain a new paladin level.  
   
  AVATAR OF MOLOCH 
  At 20th level, you can use an action to become a 
  terrifying likeness of Moloch. For 1 minute 
  thereafter, you gain the following benefits: 
  • When you reduce a creature to 0 hit points, 
  you gain 20 temporary hit points. 
  • Half the damage inflicted by your magical 
  fire attacks is radiant damage.  
  • Your melee weapon attacks score a critical 
  hit on a roll of 19 or 20 on the d20.  
   
  Paladin 
  Level 
  Spells 
  3 
  burning hands,, true strike 
  5 
  augury, flaming sphere 
  9 
  fireball,  protection from energy (fire and cold only) 
  13 
  divination, eruption 
  17 
  commune, conjure elemental (fire) 
  
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  Cult of Moloch 
   
   
  FIRE DOMAIN  
  Fire is a fundamental elemental of the universe 
  which mortals barely understand. It is both 
  dangerous and necessary, providing warmth for 
  homes and forges, but also threatening to destroy 
  cities. Gods such as Moloch, Surtur, Belenus, and 
  Vulcan are closely associated with fire, either 
  because they use it in their work, or are actual 
  embodiments of it. Most fire deities are chaotic, 
  and some are evil. Many fire gods require 
  sacrifices, and the evil ones demand humans.  
   
  Fire Domain Spells 
   
  BONUS CANTRIPS 
  When you choose this domain at 1st level, you gain 
  the fire bolt and produce flame cantrips if you don’t 
  already know them. These cantrips count 
  as cleric spells for you. 
   
  ALLIED TO THE FIRE 
  Also starting at 1st level, you gain resistance to fire 
  damage. Any fire damage you suffer is halved.  
   
  CHANNEL DIVINITY: STOKE THE BLAZE 
  Starting at 2nd level, you can use your Channel 
  Divinity to cause the flames created by your spells 
  to burn with an intensity stoked by divine power. 
   
  When you roll fire damage, after you have 
  rolled you can use your Channel Divinity to deal 
  maximum damage to a single target, instead of 
  what you rolled. 
   
   
   
   
  CHANNEL DIVINITY: SEARING RADIANCE 
  Beginning at 6th level, when you cast a spell that 
  deals fire damage, you can use your Channel 
  Divinity to add 1d10 in radiant damage to the spell.  
   
  You must make this decision before you resolve 
  the spell’s effect. 
   
  BURNING STRIKE 
  At 8th level, you gain the ability to infuse your 
  weapon strikes with divine energy. Once on each of 
  your turns when you hit a creature with a weapon 
  attack, you can cause the attack to deal an extra 
  1d8 fire damage to the target. When you reach 14th 
  level, the extra damage increases to 2d8. 
   
  UNTOUCHED BY THE FLAME 
  Starting at 17th level, you become immune to fire 
  damage. 
   
   
  Priestess 
  Level 
  Spells 
  1 
  burning hands, hellish rebuke 
  3 
  flaming sphere, heat metal 
  5 
  fireball, wildfire 
  7 
  conjure minor elemental (fire), wall of fire 
  9 
  conjure elemental (fire), flame strike 
  
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  7 
  Cult of Moloch 
   
   
  APPENDIX I: NEW SPELL 
  ERUPTION   
  4th level evocation  
  Casting Time: 1 action  
  Range: 60 feet  
  Components: V, S, M (a piece of pumice)  
  Duration: Instantaneous  
   
  A vertical column of shattered rocks, lava, and fire 
  explodes from the ground at a location you specify. 
  Each creature in a 10-foot-radius, 40-foot-high 
  cylinder centered on a point within range must 
  make a Dexterity saving throw. A creature takes 
  3d6 fire damage and 3d6 bludgeoning damage on a 
  failed save, or half as much damage on a successful 
  one. 
   
  At Higher Levels. When you cast this spell using 
  a spell slot of 6th level or higher, the fire damage or 
  the bludgeoning damage (your choice) increases by 
  1d6 for each slot level above 4th. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WILDFIRE   
  3rd level conjuration  
  Casting Time: 1 action  
  Range: 150 feet  
  Components: V, S, M (a pinch of ash and a whiff of 
  smoke)  
  Duration: Concentration, up to 1 minute  
   
  Until the spell ends, thick smoke, burning embers, 
  and flames fill a 20-foot-tall cylinder with a 40-foot 
  radius centered on a point you choose within 
  range. The area is heavily obscured with smoke and 
  fire.  
   
  The ground in the area is covered with burning 
  embers, making it difficult terrain. When a creature 
  enters the spell’s area for the first time on a turn or 
  starts its turn there, it must make a Dexterity 
  saving throw. On a failed save, it suffers 1d8 fire 
  damage (or half if it made the saving throw).  
   
  If a creature starts its turn in the spell area and 
  is concentrating on a spell, the creature must make 
  a successful Constitution saving throw against your 
  spell save DC or lose concentration. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  8 
  Cult of Moloch 
   
   
  APPENDIX II: IZABELLA MOLITHIA 
   
  Izabella’s birth name was Carisia Abruna. She was 
  the daughter of a Celtic family living in southern 
  Gaul. When she was still a child, her father traveled 
  to Rome for work. He soon brought his family to 
  join him. As poor Celtic immigrants, they lived in 
  the tenements of Ostia. Ten years later, Carisia had 
  grown into a rebellious teen. She disobeyed her 
  parents, refused to do her chores, and got involved 
  with a hedonistic underground cult that promised 
  an escape from poverty. 
   
  Unknown to her at the time, the cult was a 
  Carthaginian fifth column working to subvert 
  Roman citizens and establish a foothold ahead of a 
  full scale invasion.  
   
    
   
   
   
   
  IZABELLA MOLITHIA, HERALD OF MOLOCH  
  Medium humanoid (human), chaotic evil  
  Armor Class 18 (banded mail) 
  Hit Points 102 (12d10 + 36) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  10 (+0) 
  16 (+3) 
  10 (+0) 
  12(+1) 
  16 (+3) 
  Skills Athletics +6, Intimidation +7, Perception +5 
  Saving Throws Dex +4, Wis +5, Cha + 7 
  Condition Immunities frightened 
  Senses passive Perception 15 
  Feats Resiliency (Dex) 
  Languages Celtic, Latin, Punic 
  Challenge 7 (2,900 XP) 
  Fighting Style. Defensive. Izabella gains a +1 bonus to her AC when 
  she is wearing armor.  
  Divine Sense (4/long rest). Izabella can detect the presence of 
  celestials, fiends, and undead within 60 feet of her. 
  Lay hands. Izabella can heal up to 60 hit points of damage with a 
  touch of her hand.  
  Divine Smite.  Izabella always inflicts an additional 1d8 radiant 
  damage with her melee attacks. She can expend a 1st-level spell 
  slot to inflict an additional 2d8 radiant damage.  
  Divine Health. Izabella is immune to disease.  
  Aura of Protection and Courage. Izabella and any of her allies 
  within 10 feet of her receive a +3 bonus to all saving throws. They 
  also can’t be frightened.  
  Channel Divinity. Flaming weapon (add 1d8 fire damage to melee 
  attacks), crush the weak (all creatures within 30 feet must save or 
  be frightened). 
  Spellcasting. Izabella is a 12th-level spellcaster. Her spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell attacks). 
  Izabella has the following paladin spells prepared:  
  1st level (4 slots): bane, burning hands, command, detect magic, 
  shield of faith, true strike 
  2nd level (3 slots): augury, find steed, flaming sphere, magic weapon 
  3rd level (3 slots): bestow curse, fireball, protection from fire or cold, 
  dispel magic 
  ACTIONS 
  Multiattack. Izabella makes two attacks with her hammer or 
  spear.  
  Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 
  (3d6 + 2) bludgeoning damage plus 4 (1d8) radiant damage. 
  Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 
  ranged 20/60 ft., one target. Hit: 9 (2d6 + 2) piercing damage, or 11 
  (2d8 +2) piercing damage if used with two hands to make a melee 
  attack. Add 4 (1d8) radiant damage to all melee damage.  
   
    
  
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  Cult of Moloch 
   
   
  She initially regarded the cult as a merely casual 
  affiliation. But when she learned its true ambitions, 
  she fully embraced it and devoted herself to its 
  cause. The cult’s objectives aligned perfectly with 
  her disdain for the Romans. 
   
  When she became a Herald of Moloch she took 
  the name Izabel Molithia as an affirmation of her 
  deep dedication to the dreadful deity.   
   
  Through her underworld connections she 
  became involved with a group of bandits living in 
  the wilderness outside Rome. She worked with 
  them as an enforcer and lieutenant until the 
  Romans raided and disbursed the bandits. Later, 
  she fought the Romans at Thurii, Heraclea, Asclium 
  and Tarintum. At the height of her career, she 
  returned to her childhood homeland in northern 
  Italia and helped her clan revolt against Roman 
  domination. She joined a rebel coalition and faced 
  the Romans in several pitched battles.  Ultimately, 
  followers of the Great Mother defeated her 
  at Picenum.   
   
  COMBAT  
  In battle Izabella uses true strike and divine smite 
  to crush her opponents as quickly as possible. She 
  also uses shield of faith to push her AC to 20.  
   
  Izabella reserves her lay hands ability for her 
  personal use. The life energy of her healing magic 
  comes from the souls Moloch consumes. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Cult of Moloch 
   
   
  APPENDIX III: NEW MONSTER 
   
  A maliku is the burning shade of champion of 
  Moloch who died honorably. In life, they were 
  legendary cult warriors. In death, they are even 
  more formidable.  
   
   Eternal Duty. A maliku yearns to continue its 
  service to Moloch for eternity. It is an agent of 
  Moloch’s will, sensing and acting on his desires. It 
  might seek to avenge an insult, fulfill a divine 
  commitment, bring a prophecy to fruition, or relay 
  a message to a faithful follower. A maliku is filled 
  with wrathfulness and disrespect for life and 
  refuses to rest until Moloch’s final goals are 
  achieved.  
   
  The best way to be rid of a maliku is to submit 
  to it. Only divine power can effectively fight a 
  maliku. To destroy it, one must find and destroy its 
  soul focus.  
   
  Maliku Lair. When not actively serving Moloch, 
  these beings reside in their tombs awaiting orders.  
  These burial chambers contain the maliku’s ashes, 
  charred bones, and personal treasures. They may 
  be within a temple of Moloch or in a large 
  necropolis. They might also be burial mounds 
  (kurgans) in the remote wilderness. 
   
   
   
   
   
   
   
  MALIKU 
  Medium undead, lawful evil  
  Armor Class 14 (shield of faith) 
  Hit Points 91 (14d8 + 28) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  14 (+2) 
  14 (+2) 
  11 (+0) 
  10(+0) 
  19 (+4) 
  Skills Intimidation +8, Perception +3 
  Damage Vulnerabilities radiant  
  Damage Resistances acid, cold, lightning, thunder; bludgeoning, piercing, 
  and slashing form nonmagical attacks.  
  Damage Immunities fire, necrotic, poison  
  Condition Immunities charmed, exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained   
  Senses darkvision 60ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 5 (1,800 XP) 
  Ethereal Sight. The maliku can see 60 feet into the Ethereal Plane when it 
  is on the Material Plane, and vice versa. 
  Fire Form. A maliku can move through a space as narrow as 1 inch without 
  squeezing. A creature that touches the maliku or hits it with a melee attack 
  while within 5 feet of it takes 5 (1d10) fire damage. In addition, the maliku 
  can enter a hostile creature’s space and stop there. The first time it enters a 
  creature’s space on a turn, that creature takes 5 (1d10) fire damage and 
  catches fire; until someone take an action to douse the fire, the creature 
  takes 5 (1d10) fire damage at the start of each of its turns.  
  Incorporeal Movement. The maliku can move through other creatures and 
  objects as if they were difficult terrain. It takes 5 (1d10) force damage if it 
  ends its turn inside an object.  
  Illumination. The maliku sheds bright light in a 30-foot radius and dim 
  light in an additional 30 feet.  
  Sunlight Weakness. While in sunlight, the maliku has disadvantage on 
  attack rolls, ability checks, and saving throws.   
  Shield of Faith. A maliku is constantly protected with a shield of faith that 
  does not require concentration to maintain.  
    
  
  Bloodstone Press                                                                                                                                                                                                                                  Amazons Vs Valkyries: Mystery Cults 
  11 
  Cult of Moloch 
   
   
   
   
   
   
   
  Soul Focus. Among the treasures in a maliku’s 
  lair is an item it coveted most in life. This may be a 
  ring, a coin, a sword, or some other heirloom of 
  value. As long as this item exists, the maliku cannot 
  be destroyed. If the maliku is reduced to 0 hit 
  points, its body dissipates and reforms in its lair 24 
  hours later, rising from its ashes. To permanently 
  destroy the maliku, this soul focus must be 
  destroyed.   
   
  Emanations of Moloch. Profound feelings of 
  alienation, disdain, greed, and hubris emanate 
  from a maliku. The smoldering stench of cremation 
  billows from it. It is accompanied by faint, 
  disturbing howls of agony so intense they echo 
  across time and space. 
   
  Nightmares. Many maliku were interred with 
  their faithful steeds. These mounts continue to 
  serve in the afterlife as nightmares.  
   
  Undead Nature. A maliku doesn’t require air, 
  food, drink or sleep.  
   
   
   
  Summon Maliku  
  Followers of Moloch can cast conjure elemental as 
  a ritual and summon a maliku instead. This 
  functions in the same way as the spell, including 
  losing control of the maliku if the spellcaster’s 
  concentration is broken.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ACTIONS 
  Multiattack. The maliku makes two attacks with its sword or 
  spear.  
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage plus 7 (2d6) necrotic 
  damage plus 7 (2d6) fire damage. 
  Spear. Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) necrotic 
  damage plus 7 (2d6) fire damage. 
   Etherealness. The maliku enters the Ethereal Plane from the 
  Material Plane, or vice versa. It is visible on the Material Plane 
  while it is in the Border Ethereal, and vice versa, yet it can’t affect 
  or be affected by anything on the other plane. 
  Horrifying Visage. Each non-undead creature within 60 feet of the 
  maliku that can see it must succeed on a DC 15 Wisdom saving 
  throw or be frightened for 1 minute. If the save fails by 5 or more, 
  the target also ages 1d4 × 10 years. A frightened target can repeat 
  the saving throw at the end of each of its turns, ending 
  the frightened condition on itself on a success. If a target’s saving 
  throw is successful or the effect ends for it, the target is immune to 
  this maliku’s Horrifying Visage for the next 24 hours. The aging 
  effect can be reversed with a greater restoration spell, but only 
  within 24 hours of it occurring. 
  Immolating Possession (Recharge 6). One humanoid that the 
  maliku can see within 5 feet of it must succeed on a DC 
  15 Charisma saving throw or be possessed by the maliku; the 
  maliku then disappears, and the target is incapacitated and loses 
  control of its body. The target that creature takes 5 (1d10) fire 
  damage and catches fire; until someone take an action to douse 
  the fire, the creature takes 5 (1d10) fire damage at the start of each 
  of its turns. The maliku now controls the body but doesn’t deprive 
  the target of awareness. The maliku can’t be targeted by any 
  attack, spell, or other effect, except ones that turn undead, and it 
  retains its alignment, Intelligence, Wisdom, Charisma, and 
  immunity to being charmed and frightened. It otherwise uses the 
  possessed target’s statistics, but doesn’t gain access to the 
  target’s knowledge, class features, or proficiencies. The 
  possession lasts until the body drops to 0 hit points, the maliku 
  ends it as a bonus action, or the maliku is turned or forced out by 
  an effect like the dispel evil and good spell. When the possession 
  ends, the maliku reappears in an unoccupied space within 5 feet of 
  the body. The target is immune to this maliku’s Possession for 24 
  hours after succeeding on the saving throw or after the possession 
  ends. 
  Life Drain. A creature subjected to the maliku’s immolating 
  possession must succeed on a DC 13 Constitution saving throw or 
  its hit point maximum is reduced by an amount equal to the fire 
  damage taken. This reduction lasts until the target finishes a long 
  rest. The target dies if this effect reduces its hit point maximum to 
  0. A creature killed in this way rises as a specter in the space of its 
  corpse or in the nearest unoccupied space. The specter is under 
  the maliku’s control. The maliku can have no more than nine 
  specters under its control at one time. 
  
  Bloodstone Press                                                                                                                                                                                                                                  Amazons Vs Valkyries: Mystery Cults 
  12 
  Cult of Moloch 
   
   
  CREDITS 
  Design and Development. L.J. Ogre 
  Editing. L.J. Ogre  
  Art. Jacob Blackmon, Salvatore Rosa, and Warm Tail   
  Some Graphic Elements. Lord Zsezse Works 
    
   
   
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  Cult of Moloch 
   
   
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