MEZZOLOTH

Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 8d8+40 (76 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 22 (+2 Dex, +9 natural, +1 shield), touch 12, flat-footed 20
Base Attack/Grapple: +8/+13
Attack: +1 trident +15 melee (1d8+6)
Full Attack: +1 trident +15/+10 melee (1d8+6) or +1 trident +11 ranged (1d8+6) or 2 claws +13 melee (1d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, spell-like abilities, summon yugoloths
Special Qualities: Damage reduction 10/silver or good, darkvision 60 ft., immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 19, stability, telepathy 100 ft.
Saves: Fort +11, Ref +8, Will +8
Abilities: Str 21, Dex 15, Con 21, Int 8, Wis 14, Cha 16
Skills: Bluff +14, Climb +16, Intimidate +16, Jump +20, Search +18 Spot +21, Swim +16
Feats: Cleave, Power Attack, Weapon Focus (trident)

Environment: Bleak Eternity of Gehenna
Organization: Solitary, squad (4-8), or platoon (10-18 plus 1 ultroloth)
Challenge Rating: 8
Treasure: Standard plus +1 trident
Alignment: Always neutral evil
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
This insect-like creature is roughly the size of a man and is covered in mottled gray chitin plate. Two large, bulbous eyes protrude from its wedge shaped head, both of which burn with intense hatred. In one clawed hand is gripped a long trident and in the other a dull, steel shield.
The hydroloths live somewhat outside the normal hierarchies of yugoloths armies, in that they live in and patrol the River Styx, exclusively. Hydroloths can be found nearly anywhere in the Lower Planes, from Pandemonium to Acheron, however most of them are found on Gehenna or Hades. There are some rumors that say that the ultroloths use the hydroloths as spies in the Blood War. However, this information is highly dubious, given the general intellect of the average hydroloth.

Hydroloths are around 10 feet tall and weight 1,800 pounds.

 
COMBAT
The mezzoloth is the common foot soldier in the yugoloths armies. However, despite their relatively low intellect, mezzoloths are fearsome foes. Their skill in melee is why they are such valued meat grinders. There are stories that circle throughout the planes of entire fiendish armies fleeing from massed battalions of mezzoloths flying into a battle rage all at the same time. Believe me cutter, seeing a horde of those buggers all foaming at the mandibles and looking for your blood is enough to make you almost call out for the Lady.
A mezzoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Rage (Ex): Twice per day, a mezzoloth can enter into a fierce battle rage that lasts for 10 rounds (3 + the mezzoloth’s newly improved Constitution modifier). This functions like a Barbarian’s Rage ability (PHB pg. 25). The following changes are in effect for as long as it rages: AC 20 (touch 10, flat-footed 18); +16 hp; hp 92; Attack +17/+12 melee (1d8+8, +1 trident); SV Fort +13, Will +10; Str 25, Con 25; Climb +18, Jump +18, Swim +18. At the end of the rage, the mezzoloth is fatigued for the duration of the encounter.
Spell-Like Abilities: At will – darkness, desecrate, detect good, greater teleport (self plus 50 pounds of objects only), haste, see invisibility; 2/day – cloudkill (DC 18), dispel magic. Caster level 8th. The save DC’s are Charisma based.
Stability (Ex): The clawed hooks on a mezzoloth’s feet give it a +4 bonus to avoid being tripped or bull rushed when it is standing on the ground.
Summon Yugoloths (Sp): Once per day, a mezzoloth can attempt to summon 1d3 skereloths* or another mezzoloth with a 40% chance of success. This is the equivalent of a 5th level spell.
Skills: Mezzoloths have a +8 racial bonus to Search and Spot checks.
* See Fiend Folio (pg. 197).
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