THE SHARED REFERENCE Adventurer

Monster

Meenlock

Outside your table’s allowed sources

Official reference · MPMM · 2014

Creature type
Fey
Size
Small
Armor class
15 (natural armor)
Hit points
31 (7d6 + 7)
Speed
Walk 30 ft.
Challenge rating
2
Alignment
Neutral Evil
Strength
7
Dexterity
15
Constitution
12
Intelligence
11
Wisdom
10
Charisma
8
Passive Perception
14
Skills
perception: +4; stealth: +6; survival: +2
Senses
darkvision 120 ft.
Languages
telepathy 120 ft.
Condition Immunities
frightened

Traits

Fear Aura

Any Beast or Humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature's next turn.

Light Sensitivity

While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Claw

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus actions

Shadow Teleport (Recharge 5–6)

The meenlock teleports to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.

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