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MEAZEL
In places where the Shadowfell washes
against theshores of the Material Plane dwell meazels,
hateful her-mits who left
behind their old lives to contemplate theirmisery in shadow.
Now evil burns in their hearts, andthey resent
any intrusion into their suffering.Hateful Hermit. Meazels are
all that remain of peo-ple who
fled into the Shadowfell to escape their mortalexistence.
There the darkness transformed them,
andtheir bitterness made them
twisted and cruel. Now, theyloiter near Shadowfell crossings
to waylay travelers whoventure too close to their
lairs.Divide and Conquer. The stain of dark-ness responsible for the existence of meazelsimparts to them magical powers that allowthem to move through
shadows with ease.Merely stepping
into one pool of darknessallows a meazel to move to another
one. Theyuse this talent to ambush creatures,
snatch-ing them around the throat with
their stran-gling cords
and then stepping away. Meazelsalso use th is ability
to ferry their victims toisolated
spots and then leave the haplesssouls to the designs of whatever
horrorslurk 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 terrorssense where they are
located and descend onthe stranded victims
to tear them apart.MEAZEL
Medium
humanoid (meazel), neutral evil------------------------~__;_
~---:::--::--..,,.:==-=-..... ~Armor Class 13Hit Points 35 (10d8Speed 30 ft.STR8 (-1)DEX17 (+3)CON9 (-1)~
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'
-.
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INT14 (+2)Skills Perception +3, Stealth +5WIS13 (+1)Senses darkvision 120 ft., passive Perception
13Languages CommonChallenge 1 (200 XP)..
..
CHA10 (+0)Shadow Stealth. While in dim
light or darkness, the meazel cantake
the Hide action as a bonus action.ACTIONSCarrote.
Melee Weapon Attack: +5 to hit, reach
5 ft. , one targetof the meazel' s size or smaller. Hit: 6 (1 d6 + 3)
bludgeoningdamage, and the target
is grappled (escape DC 13 with disad-CHAPTER 6 I BESTIARYvantage). 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., onetarget. Hit: 6 (1d6 + 3) piercing damage
, plus 3 (1d6) ne-crotic damage.Shadow Teleport (Recharge
5-6). The meazel, any equipment itis wearing or carrying,
and any creature it is grappling teleportto an unoccupied space within 500 feet ofit,
provided that thestarting 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
spaceis occupied,
the teleportation leads to the nearest unoccupied space.Any other creature the meaz
e l teleports becomes cursed byshadow for 1 hour. Until this curse ends, every
undead andevery creature native
to the Shadowfell within 300 feet of thecursed creature can sense it, which prevents
that creature fromhiding from them.