The mezzoloth has advantage on saving throws against spells and other magical effects.
Mezzoloth
Medium Fiend Neutral Evil
- 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
Magic Resistance
Magic Weapons
The mezzoloth's weapon attacks are magical.
Spellcasting
Innate 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:
Actions
Multiattack
The mezzoloth makes two attacks: one with its claws and one with its trident.
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:9 (2d4 + 4) slashing damage.
Trident
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.
Teleport
The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.