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|“||You can hire me for 500 gold. You can trust me for 10,000 more.||”|
|— Joukaschaggi, a mezzoloth sellsword|
Mezzoloths (pronounced: /ˈmɛtzoʊloʊθz/ METZ-oh-lothz), sometimes called mezzodemons, or mezzodaemons were both the most common and lowest ranking yugoloths. They acted as the wretched grunts in the mercenary legions of the daemons, compensating for their low intelligence with fearsome combat skills.
Mezzoloths appeared to humanoid insects, standing 7 feet (2.1 meters) tall and weighing 250 pounds (113.3 kilograms). They had six lanky limbs, four of which were arms ending in horned hands that were tipped with talons. Their entire bodies were covered in dense plates of ivory colored chitin and their broad skulls were notably armored. When angered their wide-set, unblinking eyes glared red, a state they were nearly always in. Despite their claws mezzoloths almost always carried a shield and trident, or two tridents alone, into battle.
Mezzoloths were simplistic beings driven by the core principles of violence and reward. Beyond these concepts they had little care for, or understanding of the world around them, spending their time training, imagining new fighting techniques, and wandering the Lower Planes for weak entities to bully. Their lack of intelligence generally forced them to accept their regular abuse, further contributing to their brutality in combat. Their martial prowess was genuinely fearsome and they delighted in destruction. Despite this they were still relatively cautious, fleeing from battle when outmatched or outnumbered and unconcerned with honor or duty. Mezzodaemons had a reputation as mercenaries, due to their love for treasure and tendency to to work alone.
Mezzoloths were of a highly magical nature and had a natural affinity for magical items, even those normally restricted by class or alignment. They also possessed extraordinary vision, their insectoid eyes seeing both the ultraviolet and infrared spectrum. They could fight unarmed using their talons and fists to tear their enemies apart. They had access to darkness and dispel magic spells, as well as the power to exude noxious yellow fumes to choke out their foes, while they fought in the fog unimpeded. If pressed they could attempt to call in more mezzoloths to assist them, potentially even hydroloths, or try to teleport away. A limited form of telepathy allowed them to psychically communicate with others so long as they had at least basic sentience.
When engaging in combat, mezzoloths first tried to soften their prey through their toxic mist before charging in with their weapons, dispelling any magical enchantments they noticed being used. If outmatched they used their darkness spell to cover their escape and teleporting away. They preferred to use magical weapons and shields in combat, but would resort to their powerful claws if none were available. Their group tactics were practically the same, with large squadrons breathing their mist before heading into battle.
Mezzoloths acted as the foot soldiers in the mercenary armies of the yugoloths and the most plentiful members of their kind. Despite being the lowest in rank among the yugoloths, mezzoloths were not the weakest of their race. Yugoloths of greater station normally ruled over them with ease due to their low intelligence. Yugoloths often had to learn some kind of lesson that was baked into their current rank as part of their advancement process. For mezzoloths, it was learning the lesson that being in command doesn't always mean having raw strength, often learned by mezzoloths that found a way to defeat their dergholoth superiors. Mezzoloths hid their true names from their nycaloth superiors as well as demon lords, archdevils and any other powerful entities wishing to control them.
Mezzoloths were easily drawn into service on the Material Plane through offering opportunities to destroy or great rewards for their assistance. Their compliance with evil mortals normally depended on the price those beings were willing to pay and whether or not the mortals acknowledged the mezzoloth's 'superior' position in the relationship. They commonly associated with night hags, demons, and devils, although they quickly grew weary of the constraining rules and regulations of the devils, but were more likely to establish lairs than rampage across reality like the demons.
In the eons since they first spawned mezzloths had grown to populate Lower Planes, as well as the Astral and Ethereal Planes. They were particularly common within Gehenna, and were theorized to have had a large portion of their population moved there.
The true place where mezzoloths formed was a point of contention among scholars. They were thought to be the yugoloth adaptations of another monster from the Lower Planes. Some claimed that the mezzodemons originated within the depths of the Abyss, although later reports did not agree on this.
- The Last Mythal trilogy
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Wizards RPG Team (2014). Monster Manual 5th edition. (Wizards of the Coast), pp. 312–313. ISBN 978-0786965614.
- ↑ 2.0 2.1 2.2 2.3 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), p. 58. ISBN 978-0-7869-4852-9.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Andrew Finch, Gwendolyn Kestrel, Chris Perkins (September 2004). Monster Manual III. (Wizards of the Coast), p. 201. ISBN 0-7869-3430-1.
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 Allen Varney, ed. (June 1994). Planescape Monstrous Compendium Appendix. (TSR, Inc.), p. 123. ISBN 978-1560768623.
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 Don Turnbull (1981). Fiend Folio. (TSR Hobbies), p. 66. ISBN 0-9356-9621-0.
- ↑ Colin McComb and Monte Cook (July 1996). “The Dark of the War”. Hellbound: The Blood War (TSR, Inc), p. 26. ISBN 0-7869-0407-0.
- ↑ J. Paul LaFountain (1991). Monstrous Compendium: Outer Planes Appendix. Edited by Timothy B. Brown. (TSR, Inc.), p. 5. ISBN 1-56076-055-9.
- ↑ 8.0 8.1 Colin McComb (September 1997). Faces of Evil: The Fiends. Edited by Ray Vallese. (Wizards of the Coast), pp. 70–72. ISBN 0-7869-3430-1.
- ↑ Christopher Perkins, Will Doyle, Steve Winter (September 19, 2017). Tomb of Annihilation. Edited by Michele Carter, Scott Fitzgerald Gray. (Wizards of the Coast), p. 169. ISBN 978-0-7869-6610-3.