🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

MezlanCreature 14


RareNMediumOoze
Source Pathfinder Bestiary 3
Perception +25 (darkvision)
Languages Aklo, Azlanti, Polyglot
Skills Athletics +28, Deception +27, Occultism +24, Stealth +28
Str +8, Dex +6, Con +5, Int +4, Wis +5, Cha +5

AC 31; Fort +25; Reflex +28; Will +23; +1 status to all saves vs. magic
HP 260 (regeneration 15 (deactivated by acid)
Speed 30 feet
Immunities critical hits, precision, unconscious
Weaknesses Acid 10

Polymorphic Appendage One Action +30 (+25, +20) to hit (magical, versatile p, versatile s) 3d12+14 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Polyglot

A mezlan can speak and understand any language they hear spoken after listening to the language for 1 minute. These languages fade from their mind after 24 hours.

+1 Status to All Saves vs. MagicRegeneration 15 (Deactivated by Acid)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Absorb Spell Reaction

Trigger The mezlan succeeds at a saving throw against a single-target spell


Effect The mezlan absorbs the spell, nullifying its effect and storing it for later. They can Cast the Spell using the original caster's spell attack modifier and DC. They can store only one spell at a time, but they can absorb a new spell to replace the spell they currently have stored.

A willing caster can allow the mezlan to Absorb a Spell without requiring a save.

Discorporate

When the mezlan is reduced to 0 Hit Points, their body dissolves into colorless slime and begins seeping into nearby cracks or porous surfaces.

If this material is not immediately contained or destroyed, the mezlan will eventually re-form, though they may lie dormant for years or even decades before doing so.

Change Shape One Action (concentrate, polymorph, transmutation)

The mezlan assumes the form of any Medium or Small creature, excluding those with the elemental, incorporeal, or swarm traits but including specific individuals whose appearance they've seen. This doesn't change the mezlan's Speed or their attack and damage bonus with their Strikes, but the damage type dealt by their Strikes might change based on their new form.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Extend Limb One Action

The mezlan extends one of their limbs, granting themself a reach of 20 feet with their polymorphic appendages until the end of their next turn.

Viscous Trap

A creature hit by the mezlan's ooze globule takes a -15-foot circumstance penalty to all Speeds for 1 minute. On a critical hit, a target standing on a solid surface also becomes Immobilized, while a target Flying via wings falls to the ground and becomes unable to Fly.

A target can end all effects by Escaping (DC 32) or spending a total of 3 Interact actions to free itself.

Effect: Viscous Trap


The bizarre shapeshifters known as mezlans were created ages ago as spies and infiltrators by a long-forgotten ritual infusing a magically constructed ooze with the soul of an exceptional sapient being. Having long since outlasted their creators, mezlans most often dwell alone amongst the ruins of the ancient civilizations they served as mortals.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.