Armor Class
18
Mezzoloth
Medium Fiend · Neutral Evil
Hit Points
75 (10d8 + 30)
Speed
Walk 40 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 +7, reach 5 ft. 9 () Slashing damage. If the target is a Large or smaller creature, it has the condition (escape DC 14) from two of four claws, and it has the condition until the grapple ends.
Mercurial Trident
Melee or Ranged Attack +7, reach 5 ft. or range 20/60 ft. 8 () Piercing damage plus 10 () Force damage.
The trident magically returns to the mezzoloth's claw immediately after a ranged attack.
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.