Meenlock

Mordenkainen Presents: Monsters of the Multiverse p. 178,

Size
Small
Type
fey
Alignment
typically neutral evil
AC
15 (natural armor)
Hit Points
31 (7d6+7)
Speed
walk 30 ft.
Skills
Perception +4, Stealth +6, Survival +2
Condition Immunities
frightened
Senses
darkvision 120 ft.
Passive Perception
14
Languages
telepathy 120 ft.
Challenge
2
STR
7
−2
DEX
15
+2
CON
12
+1
INT
11
+0
WIS
10
+0
CHA
8
−1

Traits

Proficiency Bonus

+2

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.

Shadow Teleport (Recharge 5-6) (Bonus Action)

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.

recharge

D5

Other data

description