18 (natural armor)
75 (10d8+30)
walk 40 ft.
Perception +3
cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks
acid, poison
poisoned
blindsight 60 ft., darkvision 60 ft.
Abyssal, Infernal, telepathy 60 ft.
5
The mezzoloth has advantage on saving throws against spells and other magical effects.
The mezzoloth's weapon attacks are magical.
The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components: • 1/Day: cloudkill • 2/Day each: darkness, dispel magic
The mezzoloth makes two attacks: one with its claws and one with its trident.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., 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.
The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Some yugoloths have an action option that allows them to summon other yugoloths. Summon Yugoloth (1/Day). The yugoloth attempts a magical summoning. A mezzoloth has a 30 chance of summoning one mezzoloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.