Description
Mezzoloth
Yugoloth of Tenacity and Want
- Habitat:
- Treasure:
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.
| 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. |
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.
Incantation
Spellcasting
The mezzoloth casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13):
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.
Actions Bonus
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.