Mezzoloth token

Mezzoloth

Medium Fiend Neutral Evil

CR 5
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

The mezzoloth has advantage on saving throws against spells and other magical effects.

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.