Medium fiend, neutral evil
- Armor Class
- 18
- Hit Points
- 75 (10d8 + 30)
- Speed
- 40 ft.
- Challenge
- 5 (1,800 XP)
- 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.
Traits
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.
The mezzoloth has Advantage on saving throws against spells and other magical effects.
Actions
The mezzoloth makes two attacks, using Claws or Mercurial Trident in any combination.
Melee Attack Roll: +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.
Melee or Ranged Attack Roll: +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
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.
Spellcasting
The mezzoloth casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):