By Alan McCoy from Dungeons & Dragons: Fundamentals
How to build challenging encounters against a Mezzoloth
Note: This has been prepared utilizing only the 5E Core Rules. The Yugoloths can be found in the Monster Manual pages 311-314, the Mezzoloth specifically can be found on page 313. As with all these types of creature, it is important to read the entire entry prior to attempting to portray or utilize them.
The Yugoloths are a race of fickle fiends that populate that area of the Hells that stands between the lawful devils and the chaotic demons.
Legend has it that the first Yugoloths were spawned by a powerful Sisterhood of Night Hags who performed the work at the behest of Asmodeus. The Yugoloths would be a powerful fiend that had scruples enough to be trusted under the right conditions, yet not totally bound by order and restriction of their lawful natures.
What the Night Hags, and possibly Asmodeus got was a race is bound by the eternal question: “What’s in it for me?”As Fiendish Mercenaries, Summoned Yugoloths demand much for their time and assistance. Further, it is dangerous to use them, for while they can be reasoned with (as opposed to demons) they rarely keep their word (as opposed to devils) unless it benefits them to do so.
There are many types of Yugoloth, this essay deals with the Mezzoloth, the weakest and most summoned of the Yugoloths.
Mezzoloths have a roughly insectile appearance, with a chitinous exoskeleton and six limbs (two sets of arms and two feet). These creatures are most often observed using the claws of one set of arms, while they wield a massive trident with the other set.
Survivors of attacks have described the brilliantly glowing, bright red wide set eyes of the Mezzoloth. It is not known if the glow in the eyes is a voluntary or an involuntary response to combat.
Violence and Reward are the fundamental drives of the Mezzoloth, and they will willingly serve any powerful being that can promise a steady supply of both. While not especially intelligent, the Mezzoloth is capable of discerning when it can and when it cannot afford to betray its client.
Step 1) Let’s Review what we know about Mezzoloths
Physically these creatures are Strong (+4), and Tough (+3), they are only slightly above average in Dexterity.
Mentally these creatures are not Intelligent (-2), and rate in the average range on Wisdom and Presence (Charisma).
The Mezzoloth has eons of existence to aid it in determining if something is not as expected. This translates to a proficiency in the Perception Skill (+3). A Mezzoloth is gifted with the senses of Darkvision (60 feet) and Blindsight (60 feet), it has a passive perception of 13.
The Mezzoloth has a walking speed of 40 feet per turn, it also has the ability to teleport sixty feet to an unoccupied space it can see.As beings not of this world, the Mezzoloth is resistant to non-magical weapon attacks (Bludgeoning, Piercing, Slashing). It is also resistant to some of the natural forces of the world such as cold, fire, and lightning. In addition, many magical spells are less effective when used against these creatures. (Advantage on Saving Throws vs Spells and other magical effects.).
Thanks to the influence of their natural plane of existence, the Mezzoloth is completely immune to Acid and Poison damage, and the Poisoned condition.
While primarily a melee combatant, the Mezzoloth has some magical ability, using Charisma as the spellcasting modifier (Spell Save DC 11). Specifically, it can cast Darkness and Dispel Magic twice each per day, and Cloudkill once each day.
The Mezzoloth can speak Abyssal and Infernal. Additionally, it can communicate telepathically with anyone within 60 feet. Mezzoloths almost never initiate communications, but if the conversation interests them, they will listen. Remember their racial motto: “What’s in it for me!”.
Step 2) Determine the probable Strategy
Most often Mezzoloths are deployed as mercenaries and shock troops, this means that they do not develop a strategy of their own, instead they obey the orders of those who hired them.
If they are required to create their own strategy, they typically try to separate and isolate a single opponent by either using their great strength to create an obstacle in the way of the companions of their target, or by simply using their ability to create Darkness as a way to confuse potential opponents.
The Dispel Magic Ability is not something they would often without direction, but it does have a potential of being able to remove either a ward (Alarm Spell) or personal protection such as Mage Armor prior to beginning melee.
While the Monster Manual describes the spell Cloudkill in defensive terms, it really is their most potent offensive weapon.
Step 3) Determine Tactics
The Mezzoloth will do its best to confuse its target regarding its location and the number of foes they face. To do this they will cast Darkness early in the combat, then utilizing their natural movement (40) and teleportation movement (60), they will move rapidly around the battlefield.
Thanks to their High natural AC and the disadvantage provided by Heavy Obscurement (Darkness or Cloudkill), the Mezzoloth will generally ignore the threat of ‘Opportunity’ attacks and will instead move about with impunity. Always remember, it can see perfectly, darkness and obscurement do not affect it.
The Goal will be to drive the foes into proximity to one another (within a 40-foot radius, closer is better). Once accomplished, the Mezzoloth will release its Darkness and bring forth it’s CLOUDKILL. This damaging cloud of noxious and poisonous gas has no effect at all on the Mezzoloth, but those within are affected by the “Blinded” condition due to Heavily Obscured vision.
With its opponents breathing poisonous air, the Mezzoloth will engage in melee attacks, preferring to finish off one opponent prior to attacking another.In melee, the Mezzoloth will utilize its claws to scratch and rake close range opponents, while utilizing their trident to stab and impale. The Trident can be used at range and unless recovered, the now free claws will be able to attack as well.
Step 4) DM Tips and Observations
Surprisingly, while I have some concerns about the conversion of this creature’s abilities into the 5E games combat and action inventory, I find it to be a very well-designed monster.
For simplicities sake: Claw, Trident – Attack Action. Movement via Teleport is movement, not a spell. Casting Darkness or Cloudkill – Bonus Action. Casting Dispel Magic – Full action. While not completely consistent with 5E it will be exciting!
The Trident – Honestly speaking, the best thing your Mezzoloth can do is toss the harpoon to the ground and attack with two sets of claws. Claws 2d4+4 (9) vs ranged 1d6+4 (7) or melee 1d8+4 (8). So how do we fix this. First – Monstrous Trident (So players can’t wield it, balance is all wrong) 3d4+4 damage range 10. Can be thrown 20/60. Has a spool of magical energy that connects to the target, allowing them to be pulled in (resisted grapple check). It has to be magical or it couldn’t follow the teleport ability.