Bluestone Meenlock Character in Dierde | World Anvil

Bluestone Meenlock (/ˈbluː.stən ˈmiːn.lɒk/)

  This unique Meenlock was abnormally large and had other abilities unseen in the others. He was leading a group of meenlocks in the Meenlock Caverns Skola Vale, Feywild Side holding two prisoners.   After the party killed him they took out the strange blue stone in his forehead and even found the Journal of Grognard, Meenlock Caves.    

  Meenlocks were deformed fey that originated from intense fear. They had no purpose other than to destroy good and beauty, and resorted to telepathic torture in order to terrify and corrupt other creatures. Anyone who succumbed to this torture would then be magically transformed into a meenlock as well.  

Description

Meenlocks were hideous beings that stood approximately 2 feet (0.6 meters) tall, although their deformed bodies forced them to stoop. Their claws dragged along the ground due to their hunched-over bodies and they moved slower than most because of it. Cysts and sores covered their grotesque hides, underneath shaggy hair like spines that coated their bodies. Their yellow, pupil-less, insectoid eyes easily pierced the darkness, but they struggled to see during the day. Unlike the rest of their bodies, their heads were white and hairless, with flat noses and small toothy mouths.  

Personality

Meenlocks were both devious and cunning using indirect methods to achieve the corruption of all things pure. Living in small broods, Meenlocks worked with each other to spoil the beauty of the world and use teamwork to accomplish their mission. They communicated telepathically, although if being observed they might feign a vocal method of communication through a series of clicks and grunts, so as to secretly conspire against their enemies. Meenlocks preferred to travel unseen underground, and disguised their entry points to the surface with large rocks. If their lair was discovered, they would work tirelessly to silence the leak and keep their existence hidden.

An altered version of a meenlock, killed by the party in the Feywild. Partly responsible for the vale not returning completely.

Character Location
Current Location
Dead
View Character Profile
Current Status
Dead
Species
Conditions
Ethnicity
Other Ethnicities/Cultures
Year of Death
2020 KC
Circumstances of Death
Killed in Battle with the Menagerie
Place of Death
Feywild
Children
Current Residence
Dead in Meenlock Caverns, Feywild
Gender
Male
Eyes
Yellow
Skin Tone/Pigmentation
White and yellow
Height
5' 5"
Weight
275 lbs.

MPMM, page 178. Also found in VGM, page 170.

Meenlock CR: 2 (450 XP)

Small fey, neutral evil
Armor Class: 15 (Natural Armour)
Hit Points: 31 (7D6+7)
Speed: 30 ft

STR

7 -2

DEX

15 +2

CON

12 +1

INT

11 +0

WIS

10 +0

CHA

8 -1

Skills: PERCEPTION +4, STEALTH +6 & SURVIVAL +2.
Condition Immunities: FRIGHTENED
Senses: Darkvision 120ft & Passive Perception 14
Languages: Telepathy 120ft
Challenge Rating: 2 (450 XP)

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.

Meenlocks are Fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. These bipeds have the heads and claws of crustaceans, and they primarily live in forests, although they adapt well to urban and subterranean settings.   Meenlocks are spawned by fear. When terror overwhelms a creature in the Feywild or another location where the Feywild's influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these passageways serves as the lair's only entrance, and a large central chamber serves as the meenlocks' den. Inside the warren, black moss covers every surface, muffling sound.   A meenlock can supernaturally sense areas of darkness and shadow in its vicinity and can teleport from one darkened space to another—enabling it to sneak up on its prey or run away when outmatched. Meenlocks also project a supernatural aura that instills terror in those nearby.  

Telepathic Torment

Up to four meenlocks can telepathically torment one incapacitated creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can't use their telepathy for any other purpose during this time, though they can move about and take actions and reactions as normal. This torment has no effect on a creature that is immune to the frightened condition. If the creature is susceptible and remains incapacitated for 1 hour, the creature must make a Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of meenlocks participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren't incapacitated during it. The process can be repeated. A Humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM's control. Only a wish spell or divine intervention can restore a transformed creature to its former state.
  Meenlocks are deformed fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. They primarily live in forests, although they adapt well to urban and subterranean settings.   Fear Incarnate. Meenlocks are spawned by fear. Whenever fear overwhelms a creature in the Feywild, or in any other location where the Feywild's influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these newly formed passageways serves as the lair's only entrance and exit.   Meenlocks give other creatures the creeps and project a supernatural aura that instills terror in those nearby. So evil and twisted are they that a palpable sense of foreboding haunts those who intrude upon a meenlock lair. Inside the warren, black moss covers every surface, muffling sound. A large central chamber serves as the meenlocks' den, where they torment captives.   During the day, meenlocks confine themselves to their dark warrens. At night, they crawl out of their tunnels to torment sleeping prey, particularly those who seem to embody all that is good in the world. Meenlocks like to paralyze creatures with their claws, drag them back to their hidden den, beat them unconscious, and telepathically torture them over a period of hours. A humanoid that succumbs to this psychic torment undergoes a transformation into an evil, full-grown meenlock (see the "Telepathic Torment" sidebar).   Dark Dwellers. A meenlock shuns bright light. It can supernaturally sense areas of darkness and shadow in its vicinity and thus is able to teleport from one darkened space to another-enabling it to sneak up on its prey or run away when outmatched.   Telepathic Tormentors. Meenlocks have no form of communication other than telepathy. They can use it to project unsettling hallucinations into the minds of their prey. These hallucinations take the form of terrible whispers or fleeting movements just at the edges of one's peripheral vision.

Suggested Environments

Environment: Forest Terrain, Swamp Terrain, Urban Area Terrain