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.
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