Kryx RPGThemesCreatures
Meenlock

Meenlock

Small fey
Challenge
2

STR
−2
DEX
2
CON
1
INT
−1
WIS
0
CHA
0

27
6d6+6
17
Soak
1
Fort
+2
Ref
+1
Will
+0
Defense note natural armor
Damage resistances bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Condition immunities frightened

Speed 5 m.
Skills Insight +0 (11), Occult +1 (12), Perception +2 (13), Stealth +4 (15), Wilderness +2 (13)
Senses darkvision 20 m.
Languages telepathy 20 m.

Fear Aura. Any animal or humanoid that starts its turn within 2 meters of the meenlock must succeed on a DC 10 Will 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 Perception checks that rely on sight.

Maneuvers. The meenlock uses maneuvers (maneuver save DC 12). It has 3 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: cripple, grapple, spring attack, tear flesh, trip

Spellcasting. The meenlock uses Occult (Wis) to cast spells (spell save DC 10, +2 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

At will: shadow jaunt

1 mana: shadow veil

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 7 (2d4 + 2) slashing damage, and the target must succeed on a DC 11 Fortitude 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.

Forest, Swamp, Urbanvgtm

Maneuvers

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to cripple it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.