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Habitat: Planar (Gehenna); Treasure: Armaments

Mezzoloths are insectile yugoloths that seek power and souls in the service of fiendish lords. These greedy, violent yugoloths are more direct than most of their scheming brethren, but what they lack in guile they make up for in persistence and numbers.

Mezzoloths typically form mercenary bands with others of their kind. These forces serve more powerful yugoloths, other fiends, sinister mages, or anyone who provides them with tempting rewards. Mezzoloths obediently adhere to the bargains they strike, potentially serving their patrons for centuries, but once those terms expire, yesterday’s client could become today’s target. Roll on or choose a result from the Mezzoloth Payments table to inspire a mezzoloth’s price for its services.

Mezzoloth Payments
1d6 
The Mezzoloth Agrees to Serve For ...
1
Access to a planar portal.
2
Information valued by its true master.
3
A lair where it can bring others of its kind.
4
Magic weapons or armor.
5
The right to loot holy sites in places it conquers.
6
Souls, whether as larvae or captured spirits.
If a mezzoloth’s after ya, just pay it off with whatever’s in your pack. While it’s rooting around looking for a good deal, you hightail it, Chief!
—Morte

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 DC 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.

Spellcasting. The mezzoloth casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):

1/Day Each: Cloudkill, Darkness, Dispel Magic

Bonus Actions

Teleport (Recharge 5–6). 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.


Mezzoloth

Medium Fiend (Yugoloth), Neutral Evil
  • Armor Class 18
  • Hit Points 75 (10d8 + 30)
  • Speed 40 ft.
  • Initiative +3 (13)
STR
18 (4)
DEX
11 (0)
CON
16 (3)
INT
7 (-2)
WIS
14 (2)
CHA
10 (0)
  • Saving Throws Str +4, Dex +0, Con +3, Int -2, Wis +2, Cha +0
  • Skills Perception 5
  • Damage Resistance 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.
  • Challenge 5 (1,800 XP)
  • Habitat Planar (Gehenna)
  • Treasure Armaments
  • 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 Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: (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.
  • Mercurial Trident (Melee). Melee Weapon Attack: +7 to hit, reach 5 ft., One Target. Hit: (1d8 + 4) Piercing damage plus (3d6)Force damage.
  • Mercurial Trident (Ranged). Ranged Weapon Attack: +7 to hit, reach 20/60 ft., One Target. Hit: (1d8 + 4) Piercing damage plus (3d6)Force damage. *Hit or Miss:* The trident magically returns to the mezzoloth’s claw immediately.
  • Spellcasting. The mezzoloth casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13): 1/Day Each: Cloudkill, Darkness, Dispel Magic
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