MezzolothMedium fiend (yugoloth)
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. The mezzoloth uses Divinity (Cha) to cast spells (spell save DC 11, +3 to hit with spell attacks). It has 5 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
Claws (1/turn). Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 9 (2d4 + 4) slashing damage.
Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 1 m. or range 5/20 m. Hit: 8 (1d8 + 4) piercing damage, or 9 (1d10 + 4) piercing damage if used with two hands to make a melee attack.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 1 m. or range 3/10 m. Hit: 6 (1d4 + 4) piercing damage.
Teleport (1/turn). The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 10 meters to an unoccupied space it can see.
Variant: Summon Yugoloth (1/long rest). The yugoloth attempts a magical summoning.
A mezzoloth has a 30 percent chance of summoning one mezzoloth.
A summoned yugoloth appears in an unoccupied space within 10 meters of its summoner, does as it pleases, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner dismiss it on is turn (no action required).
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9