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Mezzoloth

Medium fiend (yugoloth), Neutral Evil

Armor Class 18

Hit Points 75 (10d8 + 30)

Speed 40 ft.

STR 18 (+4)
DEX 11 (+0)
CON 16 (+3)
INT 7 (-2)
WIS 14 (+2)
CHA 10 (+0)

Skills Perception +5

Damage Resistances cold, fire, lightning

Damage Immunities acid, poison

Condition Immunities poisoned

Senses Blindsight 60 ft., Darkvision 60 ft., passive Perception 15

Languages Abyssal, Infernal; telepathy 60 ft.

Challenge 5

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. m +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. m,r +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.

Source

Monster Manual (2024), p. 211