Mezzoloth (CR 6)
AC: 21 (+1 Dex, +8 natural, +2 heavy metal shield), touch 11, flat-footed 20
Hit Dice: 10d8+50 (95 hp); DR: 10/good
Fort +12, Ref +8, Will +7
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +10; Grapple +13
Attack: Claw +13 melee or +1 trident +15 melee or +1 trident +13 ranged
Full Attack: 2 claws +13 melee or +1 trident +15/+10 melee or +1 trident +13 ranged
Damage: Claw 1d4+3, +1 Trident 1d8+4/19-20
Special Attacks/Actions: Spell-like abilities, summon yugoloth
Abilities: Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14
Special Qualities: immunity to poison and acid, resistance to cold 10, fire 10, and electricity 10, SR 22
Feats: Improved Critical (trident); Improved Initiative; Power Attack; Weapon Focus (trident)
Skills: Hide +12, Intimidate +15, Knowledge (the planes) +11, Listen +13, Move Silently +12, and Spot +13
Advancement: 11-18 HD (Medium); 19-24 HD (large)
Climate/Terrain: Bleak Eternity of Gehenna
Organization: Solitary, squad (3-8), or platoon (10-18 plus 1 ultroloth)
Treasure/Possessions: Standard plus +1 trident
Monster Manual III
Spell-Like Abilities: At will - cause fear (DC 13), darkness, desecrate, produce flame, see invisibility; 2/day - cloudkill (DC 17), dispel magic. Caster level 10th.
Twice per day, a mezzoloth can use greater teleport (self plus 50 pounds of objects only), as the spell cast by a 14th-level sorcerer.
Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success.
Immunities (Ex): Mezzoloths are immune to poison and acid.
Telepathy (Su): Mezzoloths can communicate telepathically with any creature within 100 feet that has a language.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Possibly the greediest, most selfish beings in the Outer Planes, yugoloths reign supreme among the evil outsiders of Gehenna.
Traits: A yugoloth possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to acid and poison.
- Resistance to cold 10, electricity 10, and fire 10.