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.