Chaotic Evil Man-sized Humanoid (giant) (~4.5 ft. tall)
FREQUENCY: Uncommon
NO. APPEARING: 1
SURPRISE: 33%; Others Automatic (+34%/+17%)
SENSES: infravision
ARMOR CLASS: 8
SPEED: 120 ft.
HIT DICE: 4 (hp 18)
% IN LAIR: 95%
TREASURE TYPE: B
ATTACK AC 0: 15
MELEE: 2 claws (1d4/1d4) or by garrote
SPECIAL ATTACKS: back stab, garrote (grab); Hits As: normal
SPECIAL DEFENSES: invisible to infravision, spring away
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +20%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Meazel, rudimentary Undercommon or other prevalent language
LEVEL: III (XP 85+4 per h.p.)
Garrote (Grab). [melee] A meazel is an expert in the use of a garrote made of a long strip of tough hide. Only humanoids will be targeted and only those under six foot in height. Those wearing plate armor or a chain coif will not be targeted as their armor makes the garrote attack ineffective. A meazel can only use a garrote as part of a backstab attack (as an exception to the piercing weapon requirement). A garrote wielded by a meazel has no armor defense adjustment but is otherwise a regular melee attack. If the attack hits, the meazel will automatically grapple (grab), doing 1d4 points of damage each round. The hold is a Neck strangle-hold. A meazel can be targeted with an attack by the target (using grappling rules, if using a weapon, with an additional -2 penalty for the meazel being behind the target) or the target can attempt to break free or the target can make a major Strength check to break the cord. The target cannot grapple the meazel behind it. Once the target is unconscious/helpless, the meazel will typically slay it if unchallenged by others.
Invisible to Infravision. Meazels cannot be detected using infravision, able to alter their heat signature to match their surroundings. Thus a meazel is considered to be invisible to creatures without a light source.
Silent Fighting. A meazel grappling a victim that is taking damage from the garrote can make a move silently check as a minor action each round to perform this deadly attack in complete silence. This includes the ability to catch a falling item from the victims hand with its foot (slowing the fall so as not to clatter; the meazel's foot cannot grasp anything).
Surprise. A meazel will automatically surprise creatures that cannot detect it (move silently and invisible to infravision). Otherwise, if using light and the meazel is in melee range and hiding in shadows as well as moving silently (+34%) or simply moving silently from behind (+17%).
Thief Skills. Meazels can perform thieving skills as a 4th level thief. Meazels do not backstab, but instead attack with their garrote.
Thief Skills
Pick Pockets: 55% (includes a +10% racial adjustment)
Open Locks: 27% (includes a -10% racial adjustment)
Find/Remove/Set Traps: 35%
Move Silently: 48% (includes a +15% racial adjustment)
Hide in Shadows: 40% (includes a +15% racial adjustment)
Hear Noise: 15%
Climb Walls: 88%
Read Languages: (cannot read)
Meazels are sly, murderous humanoids that dwell in marshes, catacombs, sewers, and other cold, dank places. A meazel is a short Man-sized humanoid with greasy gray or green skin covered in irregular patches of angry red welts (this disease is unique to meazels and will be present on a roll of d%; 01-85). Its green-gray hair is thick and waxy, its eyes are black, and its clawed hands and feet are partially webbed.
Meazels are debased creatures who live as solitary predators. Despite their cunning, they live practically as animals, shunning clothes, tools (aside from the occasional bit of cord used as a garrotte), and other trappings of civilization. They have no need for treasure, but are attracted to gold and similar metals, and often keep small caches of such items they regularly fawn over.
Meazels have no society or culture; they come together only to mate, and female meazels drive off their whelps as soon as they can hunt for themselves. They eat anything they can get their hands on - usually rats or insects, but at times they feel driven to seek out sentient prey, such as kobolds, orcs, humans, or other humanoid denizens. Meazels are careful to keep the bones of their prey outside of the locale of their lair. Meazels see no worth in stones and, as such, it is not uncommon for gems to be found amid the bone piles.
Meazels avoid areas of the Underdark that allow for ultravision to operate.
Meazels do not work with other creatures and are universally reviled by all sentient creatures.
Combat. Meazels will attack any single humanoid that enters its locale or will target stragglers. Meazels avoid creatures immune to the garrote attack or those holding a light source, as their intent is to silently kill. Against heavily armored foes using only infravision, a meazel may use its pick pockets ability to steal what coins it can, relying on its ability to remain unseen. If a meazel is discovered, it will flee, having mapped out areas difficult for humanoids to move through (unless very familiar with the terrain) and/or places that require climbing skill to traverse.