Lawful Evil Small Monster (2 ft. tall)
FREQUENCY: Very rare
NO. APPEARING: 3-5
AURA: Horrid appearance (line of sight)
SURPRISE: 33%; Others +50% (stealthy)
SENSES: infravision
ARMOR CLASS: 7
SPEED: 90 ft.
HIT DICE: 4 (hp 18)
% IN LAIR: 100%
TREASURE TYPE: nil
ATTACK AC 0: 15
MELEE: 2 claws (1d4/1d4 plus paralyzation)
SPECIAL ATTACKS: psychic empathy; Hits As: normal
SPECIAL DEFENSES: blink
WEAKNESS: shun bright light
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +20%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: telepathy (300-ft.)
LEVEL: IV (XP 240+4 per h.p.)
Blink. [teleport] A meelock can shift it's position by up to six feet every other round as a minor action. If the meenlock wins initiative, this will cause those attacking using melee or missile weapons to suffer a -4 penalty to attack rolls. Three or more meenlocks can transport a Man-sized or smaller creature (if helpless) in this manner.
Detect Good. (minor) A meenlock can use its telepathic powers to detect good creatures in range (similar to the spell, but this does not require concentration and it operates within the radius of its telepathic range).
Horrid Appearance. [fear, paralysis] Any creature with less than 5 HD that sees a meenlock must make a Wisdom save vs Poison or become paralyzed (unconcious) due to fear for 1d4+4 rounds. A successful save cuts the duration to half. Once affected, the creature cannot be affected again for 24 hours.
Paralysis. [fear, paralysis] A meenlock that causes damage with its claws will require the creature struck to make a Wisdom save vs Poison or become paralyzed (unconcious) due to fear for 1d4+4 rounds (save negates).
Psychic Empathy. Meenlocks can use their telepathy ability to transmit sensory impressions upon other creatures. This can induce others to feel dread, hear noises that are not real, or smell scents that are not real (no save). This function can be used at-will on any number of creatures within range. Once per day, a brood of meenlocks can target a single sentient humanoid and transmit overwhelming feelings of paranoia and continuous fear (no save). For every hour the victim is targeted, the target will suffer a -1 penalty to attack rolls. In addition, the target will suffer 1 point of Strength, Intelligence, Wisdom, and Dexterity damage (to a minimum of 3 each). Once the targeting stops, the ability damage will heal at a rate of 1 point each per hour of rest. Any spells cast by the victim will grant a cumulative +2 bonus to any saving throws on behalf of the victim's target per hour the victim is targeted. Allies of the victim may conclude that the victim is suffering from some type of insanity. This ability is blocked while the victim is in an area of bright light (such as daylight or a continual light spell).
Shun Bright Light. Meenlocks are blinded by—and will flee—if exposed to bright light (such as daylight or a continual light effect).
Stealthy. Meenlocks are very stealthy, able to move silently and surprise others with a bonus of 50%.
Meenlocks are both devious and cunning using indirect methods to achieve the corruption of all things pure. Living in small broods, Meenlocks work with each other to spoil the beauty of the world and use teamwork to accomplish their mission.
Meenlocks lair in deep curving shafts with many side chambers. The entrance is usually extremely well hidden as the creatures use their blinking power to enter and exit. The surfaces of the shaft are covered with what appears to be a thick, soft moss (actually a fungus growth). Meenlocks further protect their lair by using their telepathy powers to impart sensations of dread, great evil, and noisome odors, such as rotting carrion.
Occasionally, a brood of meenlocks, looking to grow their number (these creatures cannot reproduce naturally), will target a humanoid (preferably human) of Good alignment with their psychic empathy ability prior to following and attempting to kidnap the target using stealth and their paralysis abilities. If they succeed at their mission, they will drag the unfortunate back to their lair where that one will be transformed into a meenlock over the course of six hours in a gruesome ritual.