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Daemon, Mezzodaemons, the Dread Enforcers of the Lower Planes


The Mezzodaemon is a grotesque, insectoid entity whose body is encased in thick, ancient chitin plates, each etched with cryptic, infernal runes. Its elongated, spindly limbs and a broad, heavily armored skull create an imposing silhouette, while its piercing red eyes burn with an unyielding malice. Razor-sharp claws, honed to slice through nearly any substance, complete its fearsome visage, hinting at the relentless brutality hidden within its frame.

Behaviour:
Unpredictable and ferocious, the Mezzodaemon thrives on chaos. It moves with a sinister, predatory grace—quiet and stealthy until it unleashes sudden, violent aggression. In combat, it employs swift, precise strikes, combining calculated brutality with a penchant for carnage, and displays an air of cold superiority that makes it both a cunning strategist and a merciless combatant.

Habitat:
Native to the dark expanses of the Lower Planes, the Mezzodaemon inhabits realms steeped in eternal night and infernal energy. However, dark summoners and malevolent rituals can breach these boundaries, bringing this daemon into the Prime Material Plane where it leaves a trail of terror and destruction in its wake.

Modus Operandi:
Operating as a mercenary of chaos, the Mezzodaemon is drawn to opportunities for anarchy. It answers to dark bargains and thrives on contracts that promise widespread havoc. While it can be found aligning with night hags, demons, and occasionally even devils, it dismisses rigid infernal hierarchies in favor of opportunistic alliances that serve its relentless pursuit of disorder.

Motivation:
Driven by an insatiable hunger for devastation and a desire to assert its infernal supremacy, the Mezzodaemon exists solely to upend order. It finds sustenance in the fear and chaos it orchestrates, ever seeking to challenge established powers. In its twisted logic, the recognition of its superiority and the fulfillment of dark pacts are the ultimate rewards, fueling its relentless crusade against stability.


  • Mezzodaemon 5e
  • Mezzodaemon Pathfinder/3.5

Mezzodaemon

Medium Fiend (Daemon), Neutral Evil

Armor Class: 20 (Natural Armor)
Hit Points: 168 (16d10 + 80)
Speed: 40 ft., Climb 30 ft.


Attributes

STRDEXCONINTWISCHA
23 (+6)12 (+1)20 (+5)16 (+3)14 (+2)16 (+3)

Saving Throws: Str +11, Con +10, Wis +7, Cha +8
Skills: Perception +9, Insight +7, Stealth +7, Intimidation +9
Damage Resistances: Cold, Lightning; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Fire, Poison
Condition Immunities: Charmed, Poisoned, Frightened, Paralyzed
Senses: Darkvision 120 ft., Passive Perception 19
Languages: Abyssal, Infernal, Telepathy 120 ft.
Challenge Rating: 14 (11,500 XP)


Traits

  • Magic Resistance. The Mezzodaemon has advantage on saving throws against spells and other magical effects.
  • Daemon Resilience. The Mezzodaemon reduces any nonmagical damage by 20.
  • Infernal Stride. The Mezzodaemon ignores difficult terrain, can move through non-magical barriers as though they weren’t there, and leaves behind smoldering footprints that burn for 1 minute, dealing 5 fire damage to any creature that steps into them.
  • Rend Flesh. If the Mezzodaemon hits a target with both Claw attacks in one turn, it automatically deals an additional 4d6 + 6 slashing damage.
  • Improved Grab. When the Mezzodaemon hits a Large or smaller creature with both claw attacks, the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the Mezzodaemon can’t claw another target.
  • Summon Daemons (1/day). As an action, the Mezzodaemon can summon reinforcements. Roll 1d100:
    • 1-50: Summons 1d4 Derghodaemons.
    • 51-80: Summons 2d4 Canoloths or 2d4 Vrocks.
    • 81-100: Summons another Mezzodaemon.
      These allies remain for 1 minute before vanishing.

Innate Spellcasting

The Mezzodaemon’s spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At Will: Alter Self, Invisibility, Magic Circle (against Good), Teleport (self only), See Invisibility
3/Day Each: Burning Hands (4th level), Contagion, Inflict Serious Wounds (5th level), Stinking Cloud, Fear
1/Day Each: Flame Strike, Dispel Magic, Dominate Person


Actions

  • Multiattack. The Mezzodaemon makes three attacks: two with its Claws and one with its Bite or Greatsword.
  • Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
    Hit: 13 (2d6 + 6) slashing damage.
  • Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
    Hit: 16 (2d10 + 6) piercing damage.
  • Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
    Hit: 20 (2d12 + 6) slashing damage.
  • Razor Wind (Recharge 5-6). The Mezzodaemon exhales a deadly blast of razor-sharp wind in a 30-ft. cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much on a success.

Legendary Actions (3 per round)

The Mezzodaemon can take 3 legendary actions, choosing from the options below. Only one action can be used at a time, and only at the end of another creature’s turn. It regains spent actions at the start of its turn.

  • Claw Attack. The Mezzodaemon makes a claw attack.
  • Infernal Gaze. The Mezzodaemon fixes its burning red eyes on one creature within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn.
  • Teleport. The Mezzodaemon teleports up to 30 feet to an unoccupied space it can see.

Combat Tactics

  • Ambush and Intimidation: It prefers to strike from the shadows, using invisibility or alter self to set up an ambush. Its Infernal Roar can sow fear in enemies, disrupting their coordination.
  • Close-Range Brutality: The Mezzodaemon thrives in melee combat, using Improved Grab and Rend Flesh to lock down enemies and rip them apart.
  • Summoning Reinforcements: If outnumbered, it will summon reinforcements, calling forth Derghodaemons or Vrocks to overwhelm enemies.
  • Battlefield Control: With Stinking Cloud and Flame Strike, it can control areas, forcing enemies to scatter. It also leaves burning footprints, which can be used to trap foes.
  • Legendary Resistance: Its Teleport legendary action lets it escape danger, and Infernal Gaze can incapacitate key foes.
Mezzodaemon
DAEMON MEZZODAEMON – AI Generated Artwork – NightCafe Creator

Mezzodaemons look like humanoid insects covered in great chitinous plates. They have long, lanky arms and legs and wide, armored skulls. Mezzodaemons have long, sharp claws that can cut through most nonmagical substances. They are a dirty ivory in color with glaring red eyes.

First appeared in the Monster Manual II (Gary Gygax, 1983) and converted by Scott Greene.

In the book of Daemons

Mezzodaemons freely roam the Lower Planes and can often be found keeping company with Night Hags, demons, and even devils on occasion, though they find the strict regulations of the latter quickly tiresome.

Mezzodaemons enjoy wreaking havoc on the Prime Material when they are summoned, and will freely associate with evil humans, so long as the price is right, and their superior position is recognized.

Mezzodaemon (Daemon)
Medium-Size outsider (Evil)
Hit Dice10d8+30 (75 hp)
Initiative+0
Speed40 ft
AC27 (+17 natural)
Attacks2 claws +16 melee; or greatsword +16/+11 melee
DamageClaw 1d6+6; or greatsword 2d6+6
Face/Reach5 ft by 5 ft/5 ft
Special AttacksSpell-like abilities, improved grab, summon daemons
Special QualitiesDamage reduction 20/+2, SR 25, daemon qualities, telepathy, Darkvision 60 ft
SavesFort +10, Ref +7, Will +9
AbilitiesStrength 23, Dexterity 11, Constitution 17, Intelligence 16, Wisdom 14, Charisma 16
SkillsBluff+13, Concentration +16, Hide +8, Knowledge (arcana) +13, Listen +15, Move Silently+9, Scry +10, Search +11, Sense Motive+11, Spellcraft +13, Spot +15
FeatsBlind-Fight, Cleave, Power Attack
Climate/TerrainAny land and underground
OrganizationSolitary, gang (2-5), or troupe (2-5 derghodaemons)
Challenge Rating13
TreasureStandard coins; double goods; standard items
AlignmentAlways neutral evil
Advancement11-15 HD (Medium-size); 16-30 HD (Large)

Combat

Their preferred method of attack is with their razor sharp claws, though on occasion they will employ weapons, most notably a greatsword.

Spell-Like Abilities: At will – alter self, burning hands, charm person, contagion, detect good, detect magic, inflict serious wounds, invisibility, magic circle against good, see invisible, silent image, and teleport without error (self plus 50 pounds of objects only);

1/day – dispel magic, flame strike, and stinking cloud.

These abilities are as the spells cast by a 13th-level sorcerer (save DC 13 + spell level).

Improved Grab (Ex): To use this ability, a mezzodaemon must hit with both claw attacks.

Rend (Ex): A mezzodaemon that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals 2d6+12 points of damage.

Summon Daemons (Sp): Once per day a mezzodaemon can attempt to summon 1d4 Derghodaemons with a 50% chance of success, or another mezzodaemon with a 20% chance of success.

Daemon Qualities (Ex): Immune to poison and Paralysis, immune to mind-influencing effects; acid, cold, and fire resistance 20.

Telepathy (Su): Daemons can communicate telepathically with any creature within 100 feet that has a language.