Mezzoloth

Medium fiend (yugoloth), Neutral Evil

Armor Class

18 (natural armor)

Hit Points

75 (10d8+30)

Speed

walk 40 ft.

Skills

Perception +3

Damage Resistances

cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

acid, poison

Condition Immunities

poisoned

Senses

blindsight 60 ft., darkvision 60 ft.

Languages

Abyssal, Infernal, telepathy 60 ft.

Challenge

5

Magic Resistance

The mezzoloth has advantage on saving throws against spells and other magical effects.

Magic Weapons

The mezzoloth's weapon attacks are magical.

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: • 1/Day: cloudkill • 2/Day each: darkness, dispel magic

Actions

Multiattack

The mezzoloth makes two attacks: one with its claws and one with its trident.

Claws

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Trident

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.

Teleport

The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Variant: Yugoloth Summoning

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.