Meenlock

Small Fey, typically Neutral Evil
Armor Class 15 (natural armor)
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 120 ft., passive Perception 14
Languages telepathy 120 ft.
Challenge 2 (450 XP)     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.

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.
Monsters of the Multiverse

  1. DnD 5e Monsters › Meenlock
Meenlock