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.
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