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Mezzoloth
- STR
- 18 (+4)
- DEX
- 11 (+0)
- CON
- 16 (+3)
- INT
- 7 (-2)
- WIS
- 10 (+0)
- CHA
- 11 (+0)
The mezzoloth has advantage on saving throws against spells and other magical effects.
The mezzoloth's weapon attacks are magical.
The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components:
1/day: cloudkill
2/day each: darkness, dispel magic
Actions
The mezzoloth makes two attacks: one with its claws and one with its trident.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
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.
The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Find this creature in the encounter builder

Source: Monster Manual (2014), p. 313 - Licenses and attribution