Innate Spellcasting. The Mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The arcanalth can innately cast the following spells, requiring no material components: 2/day each: darkness, dispel magic 1/day: cloudkill
Magic Resistance. The mezzoloth has advantage on saving throws against spells and other magical effects. Magic Weapons. The mezzoloth's weapon attacks are magical.
Multiattack. The mezzoloth makes two attacks: one with its claws and one with its trident. Claws. Melee Weapon Attack: +7 to hit, reach 5ft, one target, Hit: 9 (2d4+4) slashing damage. Trident. Melee Weapon Attack: +7 to hit, reach 5ft or range 20/60ft, 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. Teleport. The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60ft to an unoccupied space it can see.
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