- 2 (450 XP)
Fear Aura. Any beast or humanoid that starts its turn within 3 meters of the meenlock must succeed on a DC 11 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, and knows the following maneuvers:
Spellcasting. The meenlock’s spellcasting ability is Wisdom (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, and knows the following spells:
At will: shadow jaunt
1 mana: shadow veil
Claws. Melee Weapon Attack: +4 to hit, reach 1.5 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.