b'Mausgeist \n'b'  Tiny   fiend ,  neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  110 (17d4 + 68)  Speed  30 ft., burrow 15 ft.\n'b' STATS STR: 6 (\xe2\x80\x932) DEX:  16 (+3)  CON:  18 (+4)  INT:  13 (+1)  WIS:  15 (+2)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +6,  Int  +4,  Wis  +5  Skills   Perception  +5,  Stealth  +6  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive  Perception  15  Languages  understands Abyssal but can\xe2\x80\x99t speak, telepathy 60 ft.  Challenge  7 (2,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Keen Hearing . The mausgeist has advantage on  Wisdom  ( Perception ) checks that rely on hearing. \n'b'  Shapechanger . The mausgeist can use its action to  polymorph  into a form that resembles a Small humanoid or back into its true form. Other than its  size , its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 2 (1d4) piercing damage and 13 (3d8) psychic damage. \n'b'  Arcane Whiskers . The mausgeist uses two of the following effects at random on one or two creatures the mausgeist can see within 90 feet of it. It can use each whisker only once per turn.\n'b'\n'b'\n'b'  Eldritch Bolt . The target must succeed on a DC 15  Dexterity  saving throw or take 22 (4d10) force damage. \n'b'  Fear Blast . The target must succeed on a DC 15  Wisdom  saving throw or be  frightened  of the mausgeist for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the target is aware of the mausgeist, ending the effect on itself on a success. \n'b'  Fire Orb . The target must succeed on a DC 15  Dexterity  saving throw or take 21 (6d6) fire damage. \n'b'  Gripping Shadows . The target must succeed on a DC 15  Strength  saving throw or be  grappled  by shadowy tendrils (escape DC 15) for 1 minute and  restrained  while  grappled  in this way. \n'b'  Hungry Shadows . The target must make a DC 15  Constitution  saving throw. On a failure, shadowy tendrils deal the target 18 (4d8) necrotic damage and render it unable to take  reactions  until the end of the mausgeist\xe2\x80\x99s next turn. If the save succeeds, the target takes half the damage but no other effect. \n'b'  Hypnotic Phantasm . The target must succeed on a DC 15  Intelligence  saving throw, or a scintillating phantasm only it sees renders it  charmed  by the mausgeist for 1 minute. While  charmed  in this way, the creature is  incapacitated  and has a speed of 0. The effect ends if the target takes any damage or if someone else uses an action to shake the target out of the stupor. \n'b'\n'b' ABOUT \n'b'  Fiendish Rodent . A mausgeist appears when a powerful spellcaster makes an infernal pact for immortality. Magic imbues each of a mausgeist\xe2\x80\x99s long whiskers, making the creature a deadly opponent.\xc2\xa0A mausgeist hungers for humanoid flesh, wandering cemeteries at night to dig up hearts and livers to feast upon.\xc2\xa0Breaking the curse of a mausgeist\xe2\x80\x99s existence requires it to refrain from killing or devouring humanoid flesh for a thousand days. \n'b'  Shifty Appearance . A mausgeist can change its appearance through magical means. The creature retains some rodent characteristics even in humanoid form. \n'b'  Jungeist . A jungeist is a mausgeist before any pact gives it more power. This fiend is still a formidable foe, but it\xe2\x80\x99s easier to dispatch than a mausgeist.'