
Attributes
Mezzoloth
Size
Medium
Monster Race
Fiend (yugoloth)
Alignment
Neutral Evil
Armor Class
18 (natural armor)
Hit Points
75 ( 10d8 + 30)
Speed
8m
Attributes
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
7 (-2)
WIS
10 (+0)
CHA
11 (+0)
Features
Skills
Perception +3
Damage Resistance
Cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
Acid, poison
Condition Immunities
Poisoned
Senses
Blindsight 12m, darkvision 12m, passive perception 13
Languages
Abyssal, Infernal, telepathy 12m
Challenge
5 (1,800 XP)
Abilities
Innate Spellcasting
The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components:
2/day each: Darkness, Dispel Magic
1/day: cloudkill
2/day each: Darkness, Dispel Magic
1/day: cloudkill
Magic Resistance
The mezzoloth has advantage on saving throws against spells and other magical effects.
Magic Weapons
The mezzoloth's weapon attacks are magical.
Actions
Multiattack
The mezzoloth makes two attacks: one with its claws and one with its trident.
Claws
Melee Weapon Attack: +7 to hit, reach 1m, one target. Hit: 9 (2d4 + 4) slashing damage.
Trident
Melee or Ranged Weapon Attack: +7 to hit, reach 1m or range 4/12m, one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when held with two claws and used to make a melee attack.
Teleport
The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 12m to an unoccupied space it can see.