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Medium-Size Outsider (Evil)
Hit Dice: 10d8+20 (72 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft.
Armor Class: 21 (+3 Dex, +8 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +16 melee; or by weapon +16/+11/+6 melee or +13 ranged
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon yugoloths
Special Qualities: Immunities, SR 21, yugoloth qualities, damage reduction 20/+2, darkvision 120'
Saves: Fort +9, Ref +10, Will +10
Abilities: Str 22, Dex 17, Con 14, Int 6, Wis 12, Cha 12
Skills: Spot +11, Listen +8, Concentration +9, Intimidate +8, Bluff +8,Knowledge (planes) +5, Hide +13, Knowledge (Blood War) +5,Escape Artist +10
Feats: Iron Will, Improved Initiative, Dodge,Power Attack
Environment: Gehenna, Gray Waste or any land and underground
Organization: Solitary, pair, gang (2-4) or band (5-8)
Challenge Rating: 8
Treasure: Standard
Alignment: Neutral Evil
Advancement: 11-15 HD (Medium-size); 16-30 HD (Large)
Level Adjustment: 0
Mezzoloths are the most common yugoloths of the lower planes. They are as plentiful as they are lowly and wretched. Mezzoloths look like humanoid insects covered in great chitinous plates. They have long, lanky arms and legs and wide, armored skulls. Mezzoloths have long, sharp claws that can cut through most nonmagical substances. They are a dirty ivory in color with glaring red eyes. They have a limited form of telepathy that allows them to communicate with any creature of low or better intelligence. CombatMezzoloths are of a highly magical nature. Consequently, these creatures have a natural affinity with magical items. A mezzoloth can make use of any magical item without penalty (except holy weapons andsimilar). Solitary mezzoloths are only 5% likely to have a magical item. For every 3 mezzoloths present, they are 10% (cumulative) likely to have one magical item among them. For example, if a group of 10 mezzoloths are encountered, there is a 30% chance they will have magic, but a group of 30 or more will always be equipped with some enchanted items. Magical items should be randomly determined.Spell-like abilities: Always active- see invisibility; at will- burning hands, inflict serious wounds, darkness, detect magic, holdperson, mirror image, sleep; 2/day- dispel magic; 1/day- cloudkill andflamestrike. These abilities are as the spells cast by a 10th level sorcerer (save DC 11 + spell level). Immunities(Ex): Mezzoloths are immune to paralysis, charm and suggestion spells or spell-like abilities. Cold based attacks deal normal damage to mezzoloths.Summon Yugoloths(Sp): Once per day a mezzoloth can attempt to summon 1d4 mezzoloths or 1d2 hydroloths with a 40% chance of succes.YugolothImmunities(Ex): Acid, fire, poison, iron weaponsSpell-Like Abilities: At will- alter self, animate dead, charm person, contagion, minor image, produce flame and teleport without error (optional).Habitat/SocietyHabitat/Society: Mezzoloths are the lowest of the yugoloths. These creatures are the rank-and-file warriors used in yugoloth armies. Higher yugoloths have no regard for these soldiers and rule over them by might and force of will alone. Due to their lack of great intelligence, the mezzoloths have accepted their lot. In fact, the abuse they receive from above has made them more vicious, toughening them for more brutal combat.Mezzoloths have little motivation when not fighting in a mercenary army. The tend to wander the lower planes (particularlyThe Abyss) in search of creatures to torment. They are fond of tormenting lemures when they can find those wretched monstrosities.0EcologyEcology: Sages have never been able to ascertain exactly from where the mezzoloths are formed. They appear to be yugoloth adaptations of some other evil creature, but they have no link to the Prime Material plane. They may be beings brought to the Abyss from some alternate Prime Material plane.Note: Original product's name is Monstrous Compendium: Planescape Appendix Volume I (Accessory 2602) and the author is Allen Varney.
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