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<blockquote data-quote="the Jester" data-source="post: 4366700" data-attributes="member: 1210"><p>EDIT: As there is an official version in the MM3, I won't update these guys unless requested to.</p><p></p><p><strong><span style="font-size: 15px">MEAZEL</span></strong></p><p> </p><p>Meazels are disgusting little humanoids that lurk along the edges of the Shadowfell. They cross between the real world and that dark reflection of it fairly freely. Meazels bring plague and disease where they go, and are hated and feared by most other races because of it. They take great delight in sneaking into cities to spread disease.</p><p></p><p><strong><span style="font-size: 12px">MEAZEL SKULK--- Level 4 Lurker</span></strong></p><p>Small shadow humanoid--- XP 175</p><p>---</p><p>Initiative +11; Senses Perception +4, darkvision</p><p>HP 46; Bloodied 23</p><p>AC 18; Fortitude 16; Reflex 18; Will 16</p><p>Immune disease (carrier)</p><p>Speed 6</p><p>---</p><p><strong>[Melee basic] Dagger</strong> (standard; at will) <strong>Weapon:</strong> +9 vs. AC; 1d4 damage.</p><p></p><p><strong>[Ranged basic]</strong> Dagger (standard; at will) <strong>Weapon:</strong> Range 5/10; +9 vs. AC; 1d4 damage.</p><p></p><p><strong>[Melee] Garrote </strong>(standard; at will) <strong>Weapon:</strong> Requires combat advantage; +7 vs. Reflex; 1d10 damage and target is grabbed (escape ends).</p><p></p><p><strong>[Melee] Choke</strong> (minor; at will) <strong>Weapon:</strong> Requires garrote; only against a grabbed target that the meazel hit with its garrote attack; the meazel tightens his garrote around the target’s neck and attempts to strangle it; +7 vs. Fortitude; 3d6 damage.</p><p><strong></strong></p><p><strong>[Melee] Diseased Strike</strong> (standard; encounter): The meazel makes an attack with its claws. +9 vs. AC; 1d3 damage, plus secondary attack: +7 vs. Fort; Hit: the target contracts the meazels (see below). </p><p></p><p><strong>Combat Advantage:</strong> Once per round, a meazel skulk deals an extra 2d6 points of damage when it has combat advantage.</p><p>---</p><p>Alignment chaotic evil; Languages Common</p><p>Skills Stealth +12</p><p>Str 10; Dex 20; Wis 15</p><p>Con 16; Int 10; Cha 7</p><p>---</p><p>Equipment dagger, garrote</p><p></p><p></p><p></p><p><strong><span style="font-size: 12px">MEAZEL PLAGUE-BEARER--- Level 5 Skirmisher</span></strong></p><p>Small shadow humanoid--- XP 200</p><p>---</p><p>Initiative +4; Senses Perception +4, darkvision</p><p>HP 67; Bloodied 33</p><p>AC 19; Fortitude 19; Reflex 17; Will 17</p><p>Immune disease (carrier)</p><p>Speed 6</p><p>---</p><p><strong>[Melee basic] Dagger</strong> (standard; at will) <strong>Weapon:</strong> +10 vs. AC; 1d4+2 damage.</p><p></p><p><strong>[Ranged basic] Dagger</strong> (standard; at will) <strong>Weapon:</strong> Range 5/10; +10 vs. AC; 1d4+2 damage.</p><p></p><p><strong>[Melee] Diseased Strike</strong> (standard; at will) <strong>Weapon:</strong> +10 vs. AC; 1d4+2 damage, plus the victim is infected with the meazels.</p><p></p><p><strong>[Ranged] Putrescent Phlegm</strong> (minor; encounter): +8 vs. Fortitude; 1d10+5 damage, target contracts meazels (see below) and target is weakened and slowed (save ends both).</p><p><strong></strong></p><p><strong>Skirmish:</strong> If a meazel plague-bearer ends its turn at least 4 squares from where it started, it deals +1d6 damage until the start of its next turn.</p><p>---</p><p>Alignment chaotic evil; Languages Common</p><p>Skills Endurance, Intimidate</p><p>Str 14; Dex 15; Wis 15</p><p>Con 19; Int 8; Cha 7</p><p>---</p><p>Equipment dagger</p><p></p><p><strong><span style="font-size: 12px">The Meazels (Level 4 Disease)</span></strong></p><p></p><p>Spread by the vicious creatures that share the disease’s name, the meazels are highly contagious. A person with the meazels will have a cough, red eyes and a runny nose. She will run a high fever while in the throes of the disease’s advanced stages, and unless she is very careful, she may well infect anyone she comes in contact with.</p><p> </p><p>For higher level versions of the meazels, add 1 to the attack vs. Fortitude per level, and increase the Endurance DC by one for every two levels higher the disease is.</p><p> </p><p><strong>Attack:</strong> +7 vs. Fortitude.</p><p><strong>Endurance:</strong> improve DC 20, maintain DC 16, worsen DC 15 or lower</p><p></p><p>The target is cured.</p><p>>></p><p><strong>Initial Effect:</strong> The target suffers a -2 penalty on Acrobatics, Athletics and Endurance checks.</p><p><<>></p><p><strong>Worsening:</strong> The target is weakened.</p><p><<</p><p><strong>Final State:</strong> The target is weakened and dazed and loses one healing surge.</p></blockquote><p></p>
[QUOTE="the Jester, post: 4366700, member: 1210"] EDIT: As there is an official version in the MM3, I won't update these guys unless requested to. [B][SIZE="4"]MEAZEL[/SIZE][/B] Meazels are disgusting little humanoids that lurk along the edges of the Shadowfell. They cross between the real world and that dark reflection of it fairly freely. Meazels bring plague and disease where they go, and are hated and feared by most other races because of it. They take great delight in sneaking into cities to spread disease. [B][SIZE="3"]MEAZEL SKULK--- Level 4 Lurker[/SIZE][/B] Small shadow humanoid--- XP 175 --- Initiative +11; Senses Perception +4, darkvision HP 46; Bloodied 23 AC 18; Fortitude 16; Reflex 18; Will 16 Immune disease (carrier) Speed 6 --- [B][Melee basic] Dagger[/B] (standard; at will) [B]Weapon:[/B] +9 vs. AC; 1d4 damage. [B][Ranged basic][/B] Dagger (standard; at will) [B]Weapon:[/B] Range 5/10; +9 vs. AC; 1d4 damage. [B][Melee] Garrote [/B](standard; at will) [B]Weapon:[/B] Requires combat advantage; +7 vs. Reflex; 1d10 damage and target is grabbed (escape ends). [B][Melee] Choke[/B] (minor; at will) [B]Weapon:[/B] Requires garrote; only against a grabbed target that the meazel hit with its garrote attack; the meazel tightens his garrote around the target’s neck and attempts to strangle it; +7 vs. Fortitude; 3d6 damage. [B] [Melee] Diseased Strike[/B] (standard; encounter): The meazel makes an attack with its claws. +9 vs. AC; 1d3 damage, plus secondary attack: +7 vs. Fort; Hit: the target contracts the meazels (see below). [B]Combat Advantage:[/B] Once per round, a meazel skulk deals an extra 2d6 points of damage when it has combat advantage. --- Alignment chaotic evil; Languages Common Skills Stealth +12 Str 10; Dex 20; Wis 15 Con 16; Int 10; Cha 7 --- Equipment dagger, garrote [B][SIZE="3"]MEAZEL PLAGUE-BEARER--- Level 5 Skirmisher[/SIZE][/B] Small shadow humanoid--- XP 200 --- Initiative +4; Senses Perception +4, darkvision HP 67; Bloodied 33 AC 19; Fortitude 19; Reflex 17; Will 17 Immune disease (carrier) Speed 6 --- [B][Melee basic] Dagger[/B] (standard; at will) [B]Weapon:[/B] +10 vs. AC; 1d4+2 damage. [B][Ranged basic] Dagger[/B] (standard; at will) [B]Weapon:[/B] Range 5/10; +10 vs. AC; 1d4+2 damage. [B][Melee] Diseased Strike[/B] (standard; at will) [B]Weapon:[/B] +10 vs. AC; 1d4+2 damage, plus the victim is infected with the meazels. [B][Ranged] Putrescent Phlegm[/B] (minor; encounter): +8 vs. Fortitude; 1d10+5 damage, target contracts meazels (see below) and target is weakened and slowed (save ends both). [B] Skirmish:[/B] If a meazel plague-bearer ends its turn at least 4 squares from where it started, it deals +1d6 damage until the start of its next turn. --- Alignment chaotic evil; Languages Common Skills Endurance, Intimidate Str 14; Dex 15; Wis 15 Con 19; Int 8; Cha 7 --- Equipment dagger [B][size=3]The Meazels (Level 4 Disease)[/size][/B] Spread by the vicious creatures that share the disease’s name, the meazels are highly contagious. A person with the meazels will have a cough, red eyes and a runny nose. She will run a high fever while in the throes of the disease’s advanced stages, and unless she is very careful, she may well infect anyone she comes in contact with. For higher level versions of the meazels, add 1 to the attack vs. Fortitude per level, and increase the Endurance DC by one for every two levels higher the disease is. [B]Attack:[/B] +7 vs. Fortitude. [B]Endurance:[/B] improve DC 20, maintain DC 16, worsen DC 15 or lower The target is cured. >> [B]Initial Effect:[/B] The target suffers a -2 penalty on Acrobatics, Athletics and Endurance checks. <<>> [B]Worsening:[/B] The target is weakened. << [B]Final State:[/B] The target is weakened and dazed and loses one healing surge. [/QUOTE]
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