THE SHARED REFERENCE Adventurer

Monster

Mezzoloth

Official reference · XMM · 2024

Creature type
Fiend
Size
Medium
Armor class
18
Hit points
75 (10d8 + 30)
Speed
Walk 40 ft.
Challenge rating
5
Alignment
Neutral Evil
Strength
18
Dexterity
11
Constitution
16
Intelligence
7
Wisdom
14
Charisma
10
Passive Perception
15
Initiative
+3
Skills
perception: +5
Senses
Blindsight 60 ft., Darkvision 60 ft.
Languages
Abyssal, Infernal; telepathy 60 ft.
Resistances
cold, fire, lightning
Immunities
acid, poison
Condition Immunities
poisoned

Traits

Fiendish Restoration

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.

Magic Resistance

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

Actions

Multiattack

The mezzoloth makes two attacks, using Claws or Mercurial Trident in any combination.

Claws

Melee Attack: +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.

Mercurial Trident

Melee Ranged Attack: +7, reach 5 ft. or range 20/60 ft. Hit: 8 (1d8 + 4) Piercing damage plus 10 (3d6) Force damage. The trident magically returns to the mezzoloth's claw immediately after a ranged attack.

Bonus actions

Teleport (Recharge 5–6)

The mezzoloth teleports up to 60 feet to an unoccupied space it can see. It can teleport one creature it is grappling to an unoccupied space within 5 feet of its destination space.

Spellcasting

The mezzoloth casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):

1/day each: Cloudkill, Darkness, Dispel Magic

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