Page 215 - Mordenkainen's Tome of Foes Deluxe
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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 this ability to ferry their victims to
           isolated spots and then leave the hapless
           souls to the designs of  whatever horrors
           lurk there.
            Creatures that are drawn through the shad-
           ows by meazels are cursed by the meazels'
           baleful 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                                              vantage). Until the grapple ends, the target takes 10 (2d6 + 3)
           Medium humanoid (meazel),  neutral evil             bludgeoning damage at the start of  each of  the meazel's turns.
           ------------------------~__;_~---:::--::--..,,.:==-=-..... ~   The meazel can't make weapon attacks while grappling a crea-
                                                  . .
           Armor Class 13          ~              -            ture in this way.
                                  ••
           Hit Points 35 (10d8 - 10)   ' - .
           Speed 30 ft.         t  •  -         . .            Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
                                                               target. Hit: 6 (1d6 + 3)  piercing damage, plus 3 (1d6)  ne-
                                                               crotic damage.
             STR     DEX    CON      INT    WIS    CHA
            8 (-1)   17 (+3)   9 (-1)   14 (+2)   13  (+1)   10 (+0)   Shadow Teleport (Recharge 5-6). The meazel, any equipment it
                                                               is wearing or carrying, and any creature it is grappling teleport
           Skills Perception +3, Stealth +5                    to an unoccupied space within 500 feet ofit, provided that the
           Senses darkvision 120 ft., passive Perception 13    starting space and the destination are in dim light or darkness.
           Languages Common                                    The destination must be a place the meazel has seen before,
           Challenge 1 (200 XP)                                but it need not be within line of  sight. If  the destination space
                                                               is occupied, the teleportation leads to the nearest unoccu-
           Shadow Stealth. While in dim light or darkness, the meazel can   pied space.
           take the Hide action as a bonus action.              Any other creature the meazel teleports becomes cursed by
                                                               shadow for 1 hour. Until this curse ends, every undead and
           ACTIONS                                             every creature native to the Shadowfell within 300 feet of  the
           Carrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one target   cursed creature can sense it, which prevents that creature from
           of  the meazel's size or smaller. Hit: 6 (1 d6 + 3) bludgeoning   hiding from them.
          damage, and the target is grappled (escape DC 13 with disad-



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