MEZZODAEMON

<note: 1e mezzodaemons seem to have 2 arms, not 4: thanks to genghisdon for pointing this out!>

FREQUENCY: Uncommon
FREQUENCY: Very rare ([Dungeon Level VII])


NO. APPEARING: 1 (rarely 1-3)
ARMOR CLASS: -3
MOVE: 15"
HIT DICE: 10 + 40 points
% IN LAIR: Nil
TREASURE TYPE: Individuals [Q] (x 5), [X]
NO. OF ATTACKS: 2 or 1 weapon
DAMAGE/ATTACK: 7-12/7-12 or by weapon +6
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: Special
INTELLIGENCE: High - exceptional
ALIGNMENT: Evil (neutral)
SIZE: M (about 7' tall)
LEVEL/X.P. VALUE: VII | 2,700 + 14

Mezzodaemons inhabit the Lower Planes between the Abyssal Layers and the Hells -- i.e., Tarterus, Hades, Gehenna.
There they will be found in numbers.
They freely associate with night hags and demons,
and are not averse to devils although they find the devils' strict regulations very tiresome.

Mezzodaemons roam the Astral and Ethereal Planes at times and it is not too difficult to summon them to the Prime Material Plane, <links>
as they enjoy wreaking havoc here and they are willing to associate with evil humans and the like if the price is right and their 'superior' position is generally recognized.

A mezzodaemon can use its 18(00) strength to great advantage when attacking physically.
Its horny hands and talons can be used to strike blows (each of which will inflict 7-12 points of damage) but one will often USE some form of magical weapon (battle-axe, flail or sword -- bastard or two-handed). <links>
A magic shield is usually used with a weapon.
They have a +3 'to hit' bonus when so armed.

Mezzodaemons are able to employ virtually any magical item <link> not restricted by alignment <l> or affecting only a specific class, <l> viz. books, librams, tomes and so on of magical nature affecting the reader.
However, their innate magic resistance gives them varying probabilities of failure, so they are likely to be shunned unless of great power.

The following powers can be used by mezzodaemons:
    dimension door (twice per day),
    become ethereal once per day, <l>
    [magic jar] once per day,
    [passwall] four times per day,
    [repulsion] once per day,
    [wind walk] once per day and
    [word of recall] once per day.
They can USE at will any one of the following powers during a melee round:
    [comprehend languages],
    [detect invisibility],
    [detect magic],
    [ESP],
    [invisibility],
    [levitate],
    [polymorph self] and
    [read magic].
<revise twice per day to 2 per day, etc.>

All mezzodaemons are unaffected by non-magical weapons (including iron and [silver]),
paralysis and poisons of any sort,
Acid, cold and fire cause them only half normal damage.

Magic resistance varies according to the level of the spell.
They are 95% resistant to first level spells,
90% to second level,
85% to third level and so on to
55% resistant to ninth level spells.
This is based on an 11th level of ability of the caster so will vary upwards or downwards according to whether the caster is of lower or higher level than 11th.
A mezzodaemon can never be charmed and a [suggestion] spell will never affect it.

Mezzodaemons can see both into the infrared and ultraviolet <l, l> spectra.
They have a limited form of [telepathy] which allows communication with any creature of low <link> or better intelligence.

Each mezzodaemon has his or her own name.
They keep these names very secret, to avoid being commanded by nycadaemons, demon lords, arch devils and like creatures,
and to avoid entrapment by a summoning spell.
 

    by Gary Gygax