Devil, Mezzikim for Dungeons & Dragons Fifth Edition

Mezzikim are the tortured souls of devils in Hell, sent to the Prime Material Plane to cause pain and suffering among mortals. They are invisible to the naked eye, and insubstantial as well. Like ethereal creatures, they can travel through solid objects without hindrance. In their insubstantial state, they cannot interact with the Prime Material Plane. However, they can possess mortals and cause them to sicken and, in some cases, die.

Those able to see invisible objects (through the detect invisibility spell, for instance) are confronted by a bestial-looking devil with scales, claws, and wings. This appearance, though frightful, is only an affectation. Mezzikim actually have little power while insubstantial.

Mezzikim

Medium fiend (devil), lawful evil


Armor Class 12

Hit Points 4 (1d8)

Speed 0 ft., fly 30 ft. (hover)


Abilities Str 1 (-5), Dex 14 (+2), Con 10 (+0), Int 10 (+0), Wis 11 (+0), Cha 14 (+2)


Damage Resistances acid, fire, lightning, thunder; bludgeoning piercing and slashing from nonmagical attacks

Damage Immunities cold, fire, poison

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 11

Languages Infernal, telepathy 60 ft.

Challenge 1/8 (50 XP)


Incorporeal Movement (When Not Possessing a Creature Only). The mezzikim can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting (When Possessing a Creature Only). The mezzikim can innately cast levitate on itself requiring no material components. Its innate spellcasting ability is Charisma.

Invisibility (When Not Possessing a Creature Only). The mezzikim is invisible.


Actions

Projectile Vomit (When Possessing a Creature Only). The mezzikim projectile vomits at a creature it can see within 10 feet of it. The target must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) poison damage and become blinded until the end of its next turn.

Cause Sickness (When Possessing a Creature Only). The mezzikim can make its host sick. The possessed target must make a DC 12 Constitution saving throw or take 1d4 poison damage and become poisoned for 24 hours. The target can repeat this saving throw at the end of each of its turns, ending the poison effect on itself with a success.

Possession (Recharge 6). One humanoid that the mezzikim can see within 5 feet of it must succeed on a DC 12 Charisma saving throw or be possessed by the mezzikim; the mezzikim then disappears, and the target is incapacitated and loses control of its body. The mezzikim now controls the body but doesn’t deprive the target of awareness. The mezzikim can’t be targeted by any attack, spell, or other effects, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. Its Strength is equal to the possessed target’s Strength plus 2. It otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class feature, or proficiencies. The target can attempt another saving throw once every 24 hours, ending the possession on a success. Otherwise, the possession lasts until the body drops to 0 hit points, the mezzikim ends it as a bonus action, or the mezzikim is forced out by an effect like the dispel evil and good spell. When the possession ends, the mezzikim reappears in an unoccupied space within 5 feet of the body. The target is immune to this mezzikim’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

 

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The mezzikim will be included as a Dungeons & Dragons Fifth Edition entry in a new book I’m working on for DMsguild.com titled, simply, CR 1/8.

It will be available for free download and reading until the book is published (probably by the end of this week).

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Thanks so much and see you next time!

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