Page 171 - Volo's Guide to Monsters
P. 171
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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