Medium fiend (yugoloth), Neutral Evil
| Armor Class | 18 (natural armor) |
|---|---|
| Hit Points | 75 (10d8 + 30) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 11 (+0) | 16 (+3) | 7 (-2) | 10 (+0) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Perception +3 |
| Damage Vulnerabilities | — |
| 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., passive Perception 13 |
| Languages | Abyssal, Infernal, telepathy 60 ft. |
| Challenge | 5 |
The mezzoloth has advantage on saving throws against spells and other magical effects.
The mezzoloth's weapon attacks are magical.
The mezzoloth makes two attacks: one with its claws and one with its trident.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Melee or Ranged Attack Roll: +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.
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 each/day: darkness, dispel magic
Medium fiend (yugoloth), Neutral Evil
| Armor Class | 18 |
|---|---|
| Hit Points | 75 (10d8 + 30) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 11 (+0) | 16 (+3) | 7 (-2) | 14 (+2) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Perception +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning |
| Damage Immunities | acid; poison |
| Condition Immunities | poisoned |
| Senses | Blindsight 60 ft., Darkvision 60 ft., passive Perception 15 |
| Languages | Abyssal, Infernal; telepathy 60 ft. |
| Challenge | 5 |
If the mezzoloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in Gehenna.
The mezzoloth has Advantage on saving throws against spells and other magical effects.
The mezzoloth makes two attacks, using Claws or Mercurial Trident in any combination.
Melee Attack Roll: +7, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from two of four claws, and it has the Restrained condition until the grapple ends.
Melee or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 8 (1d8 + 4) Piercing damage plus 10 (3d6) Force damage. Hit or Miss: The trident magically returns to the mezzoloth's claw immediately after a ranged attack.
The mezzoloth casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):
1 each/day: Cloudkill, Darkness, Dispel Magic