Page 171 - Volo's Guide to Monsters
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                                                                                                              CHAPTER 3  I 'SES'I'IARY
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                                                           ture to its former state.
                                                                                                              each of its turns, ending the effect on itself on a success.
                                                           spell or divine intervention can restore a transformed crea-
                                                                                                              minute. The target can repeat the saving throw at the end of
                                                           lock at full  health and under -the DM's controL Only a wish
                                                           a result of  this damage instantly transforms into a meen·
                                                                                                              on a DC  ll Constitution saving throw or be paralyzed for  l
                                                           can be repeated. A humanoid that drops to O  hit points as
                                                                                                              Hit: 7 {2d4 + 2)  slashing damage, and the target must succeed
                                                           entire hour and aren't incapacitated during it  The process
                                                                                                              Claws.  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
                                                           only those that remain within sight of  the victim for the
                                                                                                              ACTIONS
                                                           ber of  meenlocks participating in the torment, considering
                                                           damage on a successful one. The save DC is 10 + the num·
                                                                                                              be within line of sight.
                                                          (3d6)  psychic damage on a failed  save, or half as much
                                                                                                              tination are in dim light or darkness. The destination need not
                                                           creature must make a Wisdom saving throw. taking 10
                                                                                                              provided that both the space it's teleporting from and its des-
                                                           is susceptible and remains incapacitated for 1 hour, the
                                                                                                              lock can teleport to an unoccupied space within 30 feet of it,
                                                           that is immune to the frightened condition. If the creature
                                                                                                              Shadow Teleport (Recharge 5-6). As a bonus action, the meen-
                                                           tions as normal. This torment has no effect on a creature
                                                           though they can move about and take actions and reac-
                                                                                                              checks that rely on sight.
                                                           their telepathy for any other purpose during this time.
                                                                                                              advantage on attack rolls, as well as on Wisdom  (Perception)
                                                           and dreadful imagery. Participating meenlocks can't use
                                                                                                              Light Sensiti11ity. While in  bright light, the meenlock has dis-
                                                           pacitated creature, filling its mind with disturbing sounds
                                                           Up to four meenlocks can telepathically torment one inca-
                                                                                                              throw or be frightened  until the start of  the creature's next turn.
                                                           TELEPATHIC TORMENT
                                                                                                              feet of  the meenlock must succeed on a DC 11  Wisdom saving
                                                                                                              Fear Aura. Any beast or humanoid that starts its turn within 10
                                                            the "Telepathic Torment" sidebar).
                                                            transformation into an evil, full-grown meenlock (see
                                                                                                              Challenge 2 (450 XP)
                                                            that succumbs to this psychic torment undergoes a
                                                                                                              Languages telepathy 120 ft.
                                                                                                              Senses darkvision 120 ft., passive Perception 14
                                                            ically torture them over a period of hours. A humanoid
                                                                                                              Condition Immunities frightened
                                                            their hidden den, beat them unconscious, and telepath-
                                                                                                              Skills  Perception +4, Stealth +6, Survival +2
                                                            paralyze creatures with their claws, drag them back to
                                                            embody all that is good in the world. Meenlocks like to
                                                                                       11  (+O)
                                                                                10  (+O)
                                                                        8 (-1)
                                                                                                     15 (+2)
                                                                                                             7 (-2)
                                                                                              12 (+l)
                                                            torment sleeping prey, particularly those who seem to
                                                                                              CON
                                                                                     INT
                                                                               WIS
                                                                                                            STR
                                                                                                     DEX
                                                                       CHA
                                                            dark warrens. At night, they crawl out of their tunnels to
                                                           During the day, meenlocks confine themselves to their
                                                                                                              Speed 30 ft.
                                                            peripheral vision.
                                                                                                              Hit Points 31  (7d6 + 7)
                                                            pers or fleeting movements just at the edges of one's
                                                                                                              Armor Class 15 (natural armor)
                                                            prey. These hallucinations take the form of  terrible whis-
                                                            project unsettling hallucinations into the minds of their
                                                                                                              Small fey,  neutral evil
                                                            communication other than telepathy. They can use it to
                                                                                                              MEENLOCK
                                                           Telepathic Tormentors. Meenlocks have no form of
                                                            prey or run away when outmatched.
                                                             ened space to another-enabling it to sneak up on its
                                                             its vicinity and thus is able to teleport from one dark-
                                                             supernaturally sense areas of darkness and shadow in
                                                           Dark Dwellers. A meenlock shuns bright light. It can
                                                            meenlocks' den, where they torment captives.
                                                            muffling sound. A large central chamber serves as the
                                                            lair. Inside the warren, black moss covers every surface,
                                                             foreboding haunts those who intrude upon a meenlock
                                                            So evil and twisted are they that a palpable sense of
                                                             a supernatural aura that instills terror in those nearby.
                                                           Meenlocks give other creatures the creeps and project
                                                             ways serves as the lair's only entrance and exit.
                                                             open up within it. One of these newly formed passage-
                                                             earth creaks and moans as narrow, twisting tunnels
                                                             one meenlock is born, a lair also magically forms. The
                                                             arise in the shadows or darkness nearby. If  more than
                                                             is strong, one or more meenlocks might spontaneously
                                                             or in any other location where the Feywild's influence
                                                             Whenever fear overwhelms a creature in the Feywild,
                                                           Fear Incarnate. Meenlocks are spawned by fear.
                                                             ban and subterranean settings.
                                                             primarily live in forests, although they adapt well to ur-
                                                             to destroy all that is good, innocent, and beautiful. They
                                                             Meenlocks are deformed fey that invoke terror and seek
                                                            MEENLOCK
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