Mezzoloth

Medium Fiend (yugoloth), Neutral Evil
MM'24

AC 18

HP 75 (10d8 + 30)

Speed 40 ft.

STR

18 (+4)

Save +4

DEX

11 (+0)

Save +0

CON

16 (+3)

Save +3

INT

7 (-2)

Save -2

WIS

14 (+2)

Save +2

CHA

10 (+0)

Save +0

Skills Perception +5

Resistances Cold; Fire; Lightning

Immunities Acid; Poison

Condition Immunities Poisoned

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

Languages Abyssal, Infernal; telepathy 60 ft.

CR 5

Traits

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. 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 14) from two of four claws, and it has the Restrained condition until the grapple ends.

Mercurial Trident. 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. Hit or Miss: The trident magically returns to the mezzoloth's claw immediately after a ranged attack.

Bonus Actions

Teleport (Recharge 5+). 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.