MezzolothMedium fiend (yugoloth)
- 5 (1,800 XP)
Dashing Strike. If the mezzoloth uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Innate Spellcasting. The mezzoloth’s innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells:
Magic Resistance. The mezzoloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The mezzoloth’s weapon attacks are magical.
Multiattack. The mezzoloth makes two attacks: one with its claws and one with its trident or dagger.
Claws. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 9 (2d4 + 4) slashing damage.
Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 1.5 m. or range 9/35 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 1.5 m. or range 4.5/18 m. Hit: 6 (1d4 + 4) piercing damage.
Teleport. The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 18 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 18 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 takes a bonus action to dismiss it.