# Meenlock
>[!rimg]+
> ![[Placeholder2.png]]
> >[!debug]+
> >tentacle: 1d2 (×2)
> >bite: 1d3 (×2)
> >Melee/Ranged: +3/+6
> >Secondary: -2/+1
> >Multiattack: +1/+4
> >M/R_PA: +3/+6
> >2nd/PA: -2/+1
> >MA_PA: +1/+4
> >Itterative: 1
> > xDmg:: Str: -2; Str2: -3; StrOH: -1; StrPA: -2; StrPA2H: -3; StrPAOH: -1
> > xDCs:: Str: 10; Dex: 13; Con: 12; Int: 12; Wis: 13; Cha: 14
> > xFeat:: 1/2 (1)
> >
> >
> > xLang:: 0/0 (0)
<div class="grid-container"><div class="MON">Meenlock</div>
<div class="CR">CR 3 (800 XP)</div>
<div class="SOU">Monster Manual 2</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LE Tiny Aberration
**Init** +1
**Senses** darkvision 60 ft.; **Perception** +10
**Aura** fear (DC 14 Will, 30 ft., 4 rounds)
#### defense
**AC** 13, 13 touch, 12 flat-footed (+1 Dex, +2 size)
**hp** 16 (4d8)
**Fort** +1, **Refl** +2, **Will** +5
**Feint** 17, **Demoralize** 15
#### offense
**Speed** 20 ft.
**Melee** 5 tentacle +48 (2d8+16), bite +48 (4d6+16 plus poison)
**Space** 2 1/2 ft., **Reach** 0 ft.
**Special Attacks** dimension door, fear aura, meenlock transformation, rend mind
#### statistics
**Str** 6, **Dex** 13, **Con** 10, **Int** 11, **Wis** 12, **Cha** 15
**BAB** +3, **CMB** -1, **CMD** 10, **TA** +3, **RTA** +6
**Feats** [[Alertness]]
**Skills** Perception +10, Sense Motive +7, Stealth +12, Survival +8
**Languages**
#### special abilities
### Dimension Door (Su)
Once every 2 rounds, a meenlock can produce an effect like that of a dimension door spell, except that the range is only 60 feet and no additional weight can be transported.
### Fear Aura (Su)
As a free action, a meenlock can produce a fear effect in a 30-foot-radius burst, centered on itself. Any creature within the area that fails a Will save (DC 14) becomes catatonic from fear for 1d4+4 rounds. During this time, it rolls into a ball, hugs its knees, or simply stands in place, shivering and staring. Any creature that makes a saving throw against the effect cannot be affected again by that meenlock's fear aura for 24 hours.
### Meenlock Transformation (Su)
Meenlocks drag their victims to their lairs and bind them to prevent their escape before starting the transformation. (A captured creature may be able to escape from its bonds and fight its way clear, but the odds are against it, especially since the height of the mazelike tunnels in a meenlock lair forces a Medium-size creature to crawl on hands and knees). Then three or more of them gather around to touch each helpless humanoid or monstrous humanoid. After 1d6 hours of such physical contact with the meenlocks, all of the subject's ability scores fall to 1 (except for any already at 0), reducing him or her to a drooling, helpless state (no saving throw). A heal or greater restoration spell at this point restores the creature to normal. In another 1d6 hours, the transformation is complete; the subject becomes forever a meenlock, losing all of its previous classes and abilities. At this point, only a wish or miracle spell can restore the victim.
### Rend Mind (Su)
A meenlock can project thoughts and suggestions into the mind of a single creature within 300 feet. These thoughts are usually geared to cause paranoia-images of stalking monsters or peering eyes, and the sensation of being followed, watched, or sized up. The target of this mind-affecting phantasm must make a successful Will save (DC 14) or take 1d4 points of Wisdom damage. Once a meenlock uses this ability, it must wait 1d4 rounds before doing so again.