Medium fiend, neutral evil
- Armor Class
- 18 (natural armor)
- Hit Points
- 75 (10d8 + 30)
- Speed
- 40 ft.
- Challenge
- 5 (1,800 XP)
- Skills
- Perception +3
- Damage Resistances
- cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- acid; poison
- Condition Immunities
- poisoned
- Senses
- blindsight 60 ft., darkvision 60 ft., passive Perception 13
- Languages
- Abyssal, Infernal, telepathy 60 ft.
Traits
The mezzoloth has advantage on saving throws against spells and other magical effects.
The mezzoloth's weapon attacks are magical.
Actions
The mezzoloth makes two attacks: one with its claws and one with its trident.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Melee or 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.
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: