Mezzoloth

Medium fiend (yugoloth), Neutral Evil

Armor Class18 (natural armor)
Hit Points75 (10d8 + 30)
Speed40 ft.
STRDEXCONINTWISCHA
18 (+4) 11 (+0) 16 (+3) 7 (-2) 10 (+0) 11 (+0)
Saving Throws—
SkillsPerception +3
Damage Vulnerabilities—
Damage Resistancescold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitiesacid; poison
Condition Immunitiespoisoned
Sensesblindsight 60 ft., darkvision 60 ft., passive Perception 13
LanguagesAbyssal, Infernal, telepathy 60 ft.
Challenge5

Traits

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

Trident.

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.

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.

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 each/day: darkness, dispel magic