Mezzoloth
Source: Monster Manual p. 313
The bulk of the yugoloth population is made up of mezzoloths, which are human-sized insect creatures covered in dense chitinous plates. Mezzoloths serve as foot soldiers in yugoloth armies, their wide-set eyes glowing red as the mezzoloths bear down on their foes.
Violence and reward are the fundamental drives of a mezzoloth, and powerful beings that promise one or the other can easily attract them into service. Although it has lethal claws on its four arms, a mezzoloth typically wields a trident in two of them. If surrounded by enemies, a mezzoloth exhales toxic fumes that can choke and kill whole groups of creatures.
Yugoloths
Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyoneās banner, a yugoloth asks the only question on its mind: Whatās in it for me?
Spawn of Gehenna
The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiendās true name grants power over it, the hags used the books to ensure the yugolothsā loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well.
Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder.
Fiendish Mercenaries
Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word.
Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth armyās loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so.
Back to Gehenna
When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent.
When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books.
The Books of Keeping
When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isnāt shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them.
The General of Gehenna
Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities.
Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity.
Variant: Yugoloth Summoning
Some yugoloths can have an action option that allows them to summon other yugoloths.
Summon Yugoloth (1/Day). The yugoloth chooses what to summon and attempts a magical summoning.
- An arcanaloth has a 40 percent chance of summoning one arcanaloth.
- A mezzoloth has a 30 percent chance of summoning one mezzoloth.
- A nycaloth has a 50 percent chance of summoning
dice:1d4|noform|noparens|avg(1d4) mezzoloths or one nycaloth.- An ultroloth has a 50 percent chance of summoning
dice:1d6|noform|noparens|avg(1d6) mezzoloths,dice:1d4|noform|noparens|avg(1d4) nycaloths, or one ultroloth.A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases (unless its summoner is an ultroloth, in which case it acts as an ally of its summoner), and canāt summon other yugoloths. The summoned yugoloth remains for l minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it
A quote from Shemeshka the Marauder
Power. We all crave it, but only a select few of us deserve it.
"name": "Mezzoloth"
"size": "Medium"
"type": "fiend"
"subtype": "yugoloth"
"alignment": "Neutral Evil"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "75"
"hit_dice": "10d8 + 30"
"modifier": !!int "0"
"stats":
- !!int "18"
- !!int "11"
- !!int "16"
- !!int "7"
- !!int "10"
- !!int "11"
"speed": "40 ft."
"skillsaves":
- "name": "Perception"
"desc": "+3"
"damage_resistances": "cold; fire; lightning; bludgeoning, piercing, slashing from\
\ nonmagical attacks"
"damage_immunities": "acid, poison"
"condition_immunities": "poisoned"
"gear":
- "trident"
"senses": "blindsight 60 ft., darkvision 60 ft., passive Perception 13"
"languages": "Abyssal, Infernal, telepathy 60 ft."
"cr": "5"
"traits":
- "desc": "The mezzoloth's innate spellcasting ability is Charisma (spell save DC\
\ 11). The mezzoloth can innately cast the following spells, requiring no material\
\ components:\n\n**2/day each:** darkness, dispel magic\n\n**1/day:** cloudkill"
"name": "Innate Spellcasting"
- "desc": "The mezzoloth has advantage on saving throws against spells and other\
\ magical effects."
"name": "Magic Resistance"
- "desc": "The mezzoloth's weapon attacks are magical."
"name": "Magic Weapons"
"actions":
- "desc": "The mezzoloth makes two attacks: one with its claws and one with its\
\ trident."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (2d4\
\ + 4) slashing damage."
"name": "Claws"
- "desc": "*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."
"name": "Trident"
- "desc": "The mezzoloth magically teleports, along with any equipment it is wearing\
\ or carrying, up to 60 feet to an unoccupied space it can see."
"name": "Teleport"
"source":
- "MM"
"image": "/3-Mechanics/CLI/bestiary/fiend/token/mezzoloth.webp"