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Mezzoloth

Medium fiend (yugoloth), neutral evil
Armor Class 18 (natural amour)
Hit Points 75 10d8+30
Speed 40ft

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

Skills Perception +3
Damage Resistances cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60ft, darkvision 60ft
Languages Abyssal, Infernal, telepathy 60 ft.
Challenge 5

Innate Spellcasting. The Mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The arcanalth can innately cast the following spells, requiring no material components:   2/day each: darkness, dispel magic   1/day: cloudkill


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 5ft, one target, Hit: 9 (2d4+4) slashing damage.   Trident. Melee Weapon Attack: +7 to hit, reach 5ft or range 20/60ft, 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 60ft to an unoccupied space it can see.


 

Created by

Pokrovitel.

Statblock Type

Monster / Creature

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