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D&D Terrifying Meenlocks

The document introduces two new Dungeons & Dragons monsters: Meenlock Fearling and Meenlock Sleepsinger, both of which are fear-based Fey creatures from the Feywild. Meenlock Fearlings are small, weak minions that ambush prey using fear and teleportation, while Meenlock Sleepsingers are larger leaders that use psychic abilities to disrupt sleep and control other meenlocks. The document provides detailed stats, combat tactics, and encounter advice for using these creatures in gameplay.

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0% found this document useful (0 votes)
99 views4 pages

D&D Terrifying Meenlocks

The document introduces two new Dungeons & Dragons monsters: Meenlock Fearling and Meenlock Sleepsinger, both of which are fear-based Fey creatures from the Feywild. Meenlock Fearlings are small, weak minions that ambush prey using fear and teleportation, while Meenlock Sleepsingers are larger leaders that use psychic abilities to disrupt sleep and control other meenlocks. The document provides detailed stats, combat tactics, and encounter advice for using these creatures in gameplay.

Uploaded by

inspiredhomebrew
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Terrify Creatures with these Minions and Leaders for Meenlocks

2 NEW MONSTERS FOR DND 2024


Meenlock Front Cover Art Credit: Beatriz F.
Valverde | Aszith
Dream twisting Fey
Meenlock Fearling
Habitat: Forest, Hill, Mountain Treasure: Implements Small Fey, Neutral Evil
Meenlocks are small, insectoid Fey creatures born from AC 11 Initiative +1 (11)
fear, they are native to the Feywild and manifest from to HP 17 (5d6)
terror and are tainted by its influence. These twisted, Speed 30 ft.
shadow-dwelling beings revel in tormenting their prey, MOD SAVE MOD SAVE MOD SAVE

using telepathic whispers and fear-inducing auras to Str 5 –3 –3 Dex 12 +1 +1 Con 10 +0 +0


break their victims’ minds before striking. Sadistic and Int 9 –1 –1 Wis 10 +0 +0 Cha 8 –1 –1
territorial, meenlocks corrupt their surroundings into
nightmarish reflections of their malice, lurking in dark Immunities. Frightened
forests, caves, or underground lairs. They work in Skills Perception +2, Stealth +3
groups to ambush and terrify, aiming to spread their Senses Darkvision 120 ft., Passive Perception 14
fear and treat their prey to psychological torment. Languages Telepathy 120 ft.
CR 1/2 (100XP; PB +2)
Meenlock Fearling
Fearlings are young meenlocks, newly manifested from Traits
fear in the Feywild or near its portals. They are weak Light Sensitivity. While in bright light, the meenlock has
and still developing their power to manipulate fear, disadvantage on attack rolls, as well as on Wisdom
fearlings are driven to feed on the fear and flesh of other (Perception) checks that rely on sight.
creatures while avoiding discovery until they grow Actions
stronger. Claws. Melee Attack Roll: +4, reach 5 ft., Hit: 7 (1d4 + 1)
Combat Tactics Slashing Damage
Ambusher. Meenlocks of all kinds greatly favour
ambushes, they lay in wait in the dark hiding waiting to Fear. Wisdom Saving Throw: DC 11, one creature the meenlock
spring their trap. Fearlings teleport to targets, can see within 10 feet. Creature has the Frightened condition

prioritizing those who appear physically weakest. Alone, until the start of its next turn.

they attack with claws but will focus on ranged Bonus Actions
attackers or spellcasters if part of a group. Fearlings Shadow Teleport (Recharge 5–6). The meenlock can Teleport to
retreat when reduced to 4 Hit Points or when over half an unoccupied space within 30 feet of it, provided that both
their allies fall unless commanded by a more powerful the space it’s teleporting from and its destination are in Dim
meenlock, in which case they fight to the death. Light or Darkness. The destination does not need to be in its
Meenlocks absolutely avoid combat in the sun, and try line of sight.
to focus on any creature using a light source.
Art Credit: Filip Burburan
Intelligence (Arcana) Check
DC 10: Basic Knowledge Meenlock fearling are a young form
of meenlock born from fear-tainted regions of the Feywild. It
is weak compared to other meenlocks, but still dangerous
due to its teleportation abilities and fear-inducing nature.

DC 15: Detailed Insight Meenlock fearling are a young form of


meenlock born from fear-tainted regions of the Feywild. It is
weak compared to other meenlocks,They prefer to ambush
isolated targets and often teleport to weak prey.

DC 20: Comprehensive Understanding Meenlock fearling are a


young form of meenlock born from fear-tainted regions of
the Feywild. It is weak compared to other meenlocks,They
prefer to ambush isolated targets and often teleport to weak
prey. They cannot manipulate fear as effectively as older
meenlocks, but can terrorise singluar prey.
Meenlock Sleepsinger
Meenlock Sleepsinger
Sleepsingers are ancient and larger meenlocks that lead
Medium Fey, Neutral Evil
entire warrens. They are leaders of whole warrens of
AC 15 Initiative +2 (12) the creatures who they bend to their will. Sleepsingers
HP 60 (11d8 + 11)
let out a psychic singing at night from deep within their
Speed 30 ft.
warrens, this warps the sleep of creatures in the area,
MOD SAVE MOD SAVE MOD SAVE
sometimes as far out as a mile, filling them with
Str 9 –1 –1 Dex 15 +2 +2 Con 13 +1 +1 nightmares and preventing them from truly resting.
Int 12 +1 +1 Wis 14 +2 +2 Cha 8 –1 –1
Combat Tactics
Immunities. Frightened Controller. Sleepsingers remain at the backlines, using
Skills Perception +5, Stealth +6, Survival +3 their abilities to force creatures into sleep and attacking
Senses Darkvision 120 ft., Passive Perception 14 with Psychic Blast from range. If their allies struggle in
Languages Telepathy 120 ft. melee, they teleport into the fray to target ranged
CR 3 (700XP; PB +2) attackers. Sleepsingers are cunning and will teleport
and flee when reduced to 16 Hit Points, prioritising
Traits survival to fight another day. Meenlocks of all kinds
greatly favour ambushes, they lay in wait in the dark
Fear Aura. Wisdom Saving Throw: DC 13, each creature that
starts its turn within 10 feet. Failure. Create has the Frightened hiding waiting to spring their trap. Meenlocks absolutely
condition until the start of its next turn. avoid combat in the sun, and try to focus on any
creature using a light source.
Light Sensitivity. While in bright light, the meenlock has
disadvantage on attack rolls, as well as on Wisdom Intelligence (Arcana) Check
(Perception) checks that rely on sight. DC 10: Basic Knowledge Meenlock sleepsingers are larger and
Actions more powerful versions of meenlocks, known for their
psychic singing that disrupts the sleep of creatures near their
Multiattack. The meenlock makes two attacks, using Claws, lairs.
Drowsy, or Psychic Blast in any combination.
DC 15: Detailed Insight Meenlock sleepsingers are larger and
Claws. Melee Attack Roll: +4, reach 5 ft., Hit: 7 (2d4 + 2) more powerful versions of meenlocks, known for their
Slashing Damage, and the target is Paralyzed for 1 minute. The psychic singing that disrupts the sleep of creatures near their
target can make a a DC 12 Constitution saving throw the lairs. They use this ability to cause nightmares and prevent
saving throw at the end of each of its turns, ending the effect restful sleep, weakening their prey over time.
on itself on a success.
DC 20: Comprehensive Understanding Meenlock sleepsingers
Drowsy. Wisdom Saving Throw: DC 12, one creature the are larger and more powerful versions of meenlocks, known
meenlock can see within 60 feet. Failure: Incapacitated for their psychic singing that disrupts the sleep of creatures
condition until the end of its next turn, at which point it must near their lairs. They use this ability to cause nightmares and
repeat the save. If the target fails the second save, the target prevent restful sleep, weakening their prey over time.
has the Unconscious condition for 1 minute. Creatures that Sleepsingers are intelligent leaders, coordinating ambushes
don’t sleep, such as elves, or that have Immunity to the with other meenlocks. Their psychic singing can affect
Exhaustion condition automatically succeed on saves. creatures as far as a mile away, leaving them vulnerable.
Psychic Blast. Ranged Attack Roll: +4, range 60 ft. Hit: 7 (2d8)
Psychic Damage. Encounter Advice
Bonus Actions Fearlings are effectively minions, they should serve to
bulk out numbers and be led by more powerful
Shadow Teleport. The meenlock can Teleport to an unoccupied
creatures. Sleepsingers on the other hand, should be
space within 30 feet of it, provided that both the space it’s
the leaders of warrens of meanlocks, and be
teleporting from and its destination are in Dim Light or
Darkness. The destination does not need to be in its line of encountered after fighting though the rest of the warren
sight. and guarded by other meenlocks.
Meenlocks should be found within dark forests or
caves, to avoid the light. They find their way to the
Material Plane through portals to the Feywild; many of
Get a PDF & More Free Content these natural portals work in strange ways and
I keep my homebrew free and make content to make it easier irregularly. To make for a good encounter meenlocks
to run a game, and other content. You can get a pdf of this could have made their way through a portal, and occupy
and more free content on my Patreon at a forest, cave, or sewers near a settle or place people
https://www.patreon.com/TheInspiredArcana or follow the
QR code.
travel.
—>

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I keep most of my homebrew free, a get a free pdf of this content and more free
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Front Cover Art Credit: Beatriz F. Valverde | Aszith,
(https://www.artstation.com/aszith) Meenlock art by: Filip
Burburan(https://www.artstation.com/filipburburan)

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