THE SHARED REFERENCE Adventurer

Monster

Mezzoloth

Official reference · MM · 2014

Creature type
Fiend
Size
Medium
Armor class
18 (natural armor)
Hit points
75 (10d8 + 30)
Speed
Walk 40 ft.
Challenge rating
5
Alignment
Neutral Evil
Strength
18
Dexterity
11
Constitution
16
Intelligence
7
Wisdom
10
Charisma
11
Passive Perception
13
Skills
perception: +3
Senses
blindsight 60 ft., darkvision 60 ft.
Languages
Abyssal, Infernal, telepathy 60 ft.
Resistances
cold, fire, lightning, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
acid, poison
Condition Immunities
poisoned

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

Trident

Melee Weapon 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.

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

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