Meenlocks
Number: 1d6 Perception: 19 Stealth: 5 Remain Unseen: 7 AC: 13 MD: Immune Health: 12 Speed: 10 Level: 3 Hit Dice: 8 (29) THAC: +2
Attacks: 3 Claw/Claw 1d4/1d4 (plus paralytic poison Intensity 10) Bite 1d8 (plus paralytic poison Intensity 10) See mutations INT: Average Morale: 13 Size: Average 2 feet in height XP: 900 Frequency: Rare Organization: Family Activity Cycle: Nocturnal Diet: Carnivore Tech Level: None Artifacts: I if lair in ruins, W if lair in natural caverns Climate/Terrain: Ruins, Subterranean
Mental Mutations ------- Fear Generation (18) Telepathy(16) Empathy(9) Illusion Generation (14) Devolution(10)
Physical Mutations
Nocturnal (D) Phobia (D) Light from any source Infravision Diminished Sight (D) Immune to Mental Attacks Poison: Paralytic (21) Gas Generation: Stench (11)
Description: Meenlocks are a heavily-mutated abomination of unknown origin. They are 2 foot tall bipedal creatures covered in black, shaggy fur with a prehensile tail. Their heads are white, cut with dark ridges. They have huge, bulbous, milky-white eyes and insect-like mandibles. Their hands and feet have three- toed claws. In total, they present a horrid appearance. Although the Meenlock has infravision, it's diminished sight limits its range of vision significantly.
Habitat: Meenlocks will usually encounter other creatures as they forage for food at night or underground (as well as foraging for junk which they cannot use, but collect and store in small alcoves around their lairs). If an adventurer is lucky (or unlucky) enough to track one to its lair, the opportunities and risks are described below.
Meenlocks make their lairs in dark, sealed vertical shafts either in natural subterranean caverns, or in buried ruins of the ancients. If a sealed shaft is broken into, the bottom of the shaft will usually be too deep to see with normal vision. Because the shaft is lined with a spongy moss-like substance, anything dropped into it will land noiselessly. This moss-like substance is actually a secretion of the creature that carries a poison of the same intensity as that delivered by the claw/bite. While the claw/bite poison is insinuative and must be delivered after inflicting a minimum 1 point of damage, this secretion poison is delivered by a simple contact vector. The secretion gains its spongy consistency as layers of it build up over the years and semi-solidify. Any junk or artifacts stored in the lair will be covered with this poison as well, and many an adventurer has defeated a Meenlock, only to be paralyzed while picking up an artifact, then devoured by the surviving members of the Meenlock's family.
Combat: If their lair is invaded, Meenlocks will use every mutation at their disposal, to scare, intimidate, trick, devolve, or gas their opponent(s) into running away. If forced to fight, Meenlocks will defend their lairs to the death. Meenlocks forage and hunt in packs and will attempt to use their mental mutations to bombard, confuse, and overcome intelligent creatures.
Converted by Tormentor from TSR's Fiend Folio tome
Illustration by John Traglio
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