FREQUENCY: Very rare ([Temperate
Wilderness Mountains], [Temperate Wilderness Plains], [Temperate Wilderness
Desert])
FREQUENCY: Very rare ([Temperate
Wilderness Mountains], [Temperate Wilderness Plains])
FREQUENCY: Very rare ([Tropical
Wilderness Desert])
FREQUENCY: Very rare ([Dungeon Level IV])
<redo above. obvious
error.>
NO. APPEARING: 3-5
ARMOR CLASS: 7 (but see
below)
MOVE: 9"
HIT DICE: 4
% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 ~ 15
DAMAGE/ATTACK: 1-4/1-4
SPECIAL ATTACKS: Paralysation
SPECIAL DEFENSES: Dimension
door
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Lawful evil
SIZE: S (2' tall)
LEVEL/X.P. VALUE: IV | 240
+ 4
Meenlocks are small bipedal
creatures about 2' tall and covered in black, shaggy
fur.
Their heads are white,
cut with dark ridges.
In total they present a horrid appearance and will cause fear in any person with four or fewer HD who sees them, this causing the victim to fall inert to the ground for 5-8 melee rounds (the number of rounds is halved if the victim makes his saving throw).
The meenlocks have their
lair in dark, sealed, vertical shafts underground.
If the seal is removed,
the bottom of the shaft cannot be seen
and anything dropped in
will land noiselessly on a thick moss 'carpet'
which lines the walls and
floor of the shaft. THe shaft will be dark and
a smell of rotting corpses
will drift upwards. Characters other then the
most insensitive will also
detect a strong emanation of evil even
without the use of a detect
evil spell.
After descending vertically
for
20' or so, the shaft twists
and curves, so it is impossible to see the
bottom even with a light
spell, which will only reveal detail of the
upper parts.
If brave adventurers penetrate
the shaft they will eventually find the
meenlock lair -- a large
space like a small cave at the very foot of the
shaft. The creatures will
always attack (exception -- bright light will
cause them to flee if they
are able) and will use their two claws, each of
which inflicts 1-4 hit points
of damage. The touch of the
meenlock causes paralysation
(saving throw applicable). At close
quarters such as in their
lair, however, the meenlocks' teleparthic
powers are virtually useless
-- this is their reason for the artificial
smell of rotting corpses
which they deliberately create in order to
deter entrance to the lair.
The creatures will use considerable
ingenuity to extinguish sources
of light -- torches, lanterns,
and so forth. They have a limited
dimension
door ability over a distance of 6' every other melee round
-- when using this ability,
attacks on them are at -4 on the 'to hit'
roll. However they cannot
use this power when carrying a victim --
three meenlocks are required
for such a task.
It is if the adventurers
remove the seal from the top of the shaft but
subsequently fail to penetrate
the meenlock's lair that the creatures will
take fullest advantage.
When the adventurers depart, they will be followed
at a safe distance bby the
nasty little beasts, which can aclimb
quickly and noiselessly
up the shaft by using the deadening qualities
of the moss carpet. One
of the adventurers will be 'marked' by the
meenlocks -- selected at
random, though if a paladin is present he will
be given priority -- and
the meenlocks will concentrate their subsequent
attacks on him alone, being
highly evil and greatly desirous of
wreaking vengeance on humankind.
The victim selected will always be
human if one is present,
but if not the creatures will choose an elf,
dwarf or any other near-human.
From the time of his 'marking'
onwards, the chosen victim will
receive disturbing telepathic
messages; the meenlocks can communicate
telepathically over a 300'
range. The messages will vary in
content but the threat will
be the same -- that the meenlocks are
pursuing the victim relentlessly
and intend to make him one of them.
The victim will also be
conscious of stealthy movement in the
shadows and of rustling,
scratching noises (these will also be illusory
and induced telepathically).
Companions of the victim will hear and
detect nothing and may conclude
that their colleauge is mentally
aberrant.
The meenlocks will not attack
until the party beds down to REST.
However, until that time
the victim will become increasingly
preoccupied with his predicament
and will be able to concentrate less and
less upon the adventure.
His efficiency will thus be reduced,
though the extent and effect
of this will vary and is to be determined
by the referee. As a guide,
for every hour the victim is harassed by
meenlocks, his strength,
[dexterity], [intelligence] and [wisdom] will be
reduced temporarily by 1
point each, in addition he will attack at -1
on the 'to hit' roll in
melee and (if he is a spell-caster) victims of
his spells will receive
a +2 bonus on their saving throw. All these
effects are cumulative but
will disappear as soon as the meenlock
threat has somehow been
averted (if for example the party moves into
an AREA which is brightly
illuminated and which the meenlocks will
not be able to enter).
When the party including
the victim has bedded down to REST, the
meenlocks will attack, moving
very silently (80% chance of obtaining
surprise even against a
watchful guard -- 100% against a sleeper). They
will attempt to silence
any guards and drag their victim away (they will
not attack the victim with
their claws unless absolutely necessary,
but they show no similar
mercy to others). If they succeed in doing
so, they will take the victim
to their shaft, sealing it after entry. After a
short but gruesome treatment,
the victim himself becomes a meenlock.
by
Martin Stollery