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214


MEAZEL


In places where the Shadowfell washes
against the

shores of the Material Plane dwell meazels,
hateful her-

mits who left
behind their old lives to contemplate their

misery in shadow.
Now evil burns in their hearts, and

they resent
any intrusion into their suffering.

Hateful Hermit. Meazels are
all that remain of peo-

ple who
fled into the Shadowfell to escape their mortal

existence.
There the darkness transformed them,
and

their bitterness made them
twisted and cruel. Now, they

loiter near Shadowfell crossings
to waylay travelers who

venture too close to their
lairs.

Divide and Conquer. The stain of dark-

ness responsible for the existence of meazels

imparts to them magical powers that allow

them to move through
shadows with ease.

Merely stepping
into one pool of darkness

allows a meazel to move to another
one. They

use this talent to ambush creatures,
snatch-

ing them around the throat with
their stran-

gling cords
and then stepping away. Meazels

also use th is ability
to ferry their victims to

isolated
spots and then leave the hapless

souls to the designs of whatever
horrors

lurk there.

Creatu
res that are drawn through the shad-

ows
by meazels are cursed by the meazels'

ba
leful magic. The curse acts as a beacon;

sorrowsworn, undead, and other terrors

sense where they are
located and descend on

the stranded victims
to tear them apart.

MEAZEL


Medium
humanoid (meazel), neutral evil

------------------------~__;_
~---:::--::--..,,.:==-=-..... ~

Armor Class 13

Hit Points 35 (10d8









Speed 30 ft.

STR

8 (-1)

DEX

17 (+3)

CON

9 (-1)

~


••


'


-.
t • -


INT

14 (+2)

Skills Perception +3, Stealth +5

WIS

13 (+1)

Senses darkvision 120 ft., passive Perception
13

Languages Common

Challenge 1 (200 XP)

..


..


CHA

10 (+0)

Shadow Stealth. While in dim
light or darkness, the meazel can

take
the Hide action as a bonus action.

ACTIONS

Carrote.
Melee Weapon Attack: +5 to hit, reach
5 ft. , one target

of the meazel' s size or smaller. Hit: 6 (1 d6 + 3)
bludgeoning

damage, and the target
is grappled (escape DC 13 with disad-

CHAPTER 6 I BESTIARY

vantage). Until the
grapple ends, the target takes 10 (2d6 + 3)

bludgeoning damage at the start of each
of the meazel's turns.

The meazel
can't make weapon attacks while grappling a
crea-

ture in this
way.

Shortsword. Melee
Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 6 (1d6 + 3) piercing damage
, plus 3 (1d6) ne-

crotic damage.

Shadow Teleport (Recharge
5-6). The meazel, any equipment it

is wearing or carrying,
and any creature it is grappling teleport

to an unoccupied space within 500 feet ofit,
provided that the

starting space
and the destination are in dim light or darkness.

The destination must be a place the
meazel has seen before,

but it need
not be within line of sight. If the destination
space

is occupied,
the teleportation leads to the nearest unoccu





pied space.

Any other creature the meaz
e l teleports becomes cursed by

shadow for 1 hour. Until this curse ends, every
undead and

every creature native
to the Shadowfell within 300 feet of the

cursed creature can sense it, which prevents
that creature from

hiding from them.
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