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.
The yugoloth attempts a magical summoning.
A mezzoloth has a 30 percent chance of summoning one mezzoloth.
A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.
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: