Meenlock (CR 3)

Tiny Aberration
Alignment: Always lawful evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +5, and Spot +4
Languages: telepathy


AC: 13 (+2 size, +1 Dex), touch 13, flat-footed 12
Hit Dice: 4d8 (18 hp)
Fort +1, Ref +2, Will +5
Speed: 20 ft.
Space: 2 1/2 ft./0 ft.
Base Attack +3; Grapple -7
Attack: 2 claws +3 melee
Full Attack: 2 claws +3 melee
Damage: Claw 1d2-2
Special Attacks/Actions: Feat aura, meenlock transformation, paralysis, rend mind
Abilities: Str 6, Dex 13, Con 10, Int 11, Wis 12, Cha 15
Special Qualities: dimension door
Feats: Alertness; Track
Skills: Hide +12, Listen +5, Move Silently +5, Spot +4, and Survival +5
Advancement: 5-6 HD (Tiny); 7-8 HD (Small)
Climate/Terrain: Any subterranean, temperate forest
Organization: Brood (3-5)
Treasure/Possessions: None

Source: Monster Manual II

Fear Aura (Su): As a free action, a meenlock can produce a fear effect in a 30-foot-radius burst, centered on itself. Any creature within the area that fails a Will save (DC 14) becomes catatonic from fear for 1d4+4 rounds. During this time, it rolls into a ball, hugs its knees, or simply stands in place, shivering and staring. Any creature that makes a saving throw against the effect cannot be affected again by that meenlock's fear aura for 24 hours.

Meenlock Transformation (Su): Meenlocks drag their victims to their lairs and bind them to prevent their escape before starting the transformation. (A captured creature may be able to escape from its bonds and fight its way clear, but the odds are against it, especially since the height of the mazelike tunnels in a meenlock lair forces a Medium-size creature to crawl on hands and knees.) Then three or more of them gather around to touch each helpless humanoid or monstrous humanoid. After 1d6 hours of such physical contact with the meenlocks, all of the subject's ability scores fall to 1 (except for any already at 0), reducing him or her to a drooling, helpless state (no saving throw). A heal or greater restoration spell at this point restores the creature to normal. In another 1d6 hours, the transformation is complete; the subject becomes forever a meenlock, losing all of its previous classes and abilities. At this point, only a wish or miracle spell can restore the victim.

Paralysis (Ex): Any creature hit by a meenlock's claw must make a Fortitude save (DC 14) or be paralyzed for 3d6 rounds. The meenlocks use this time to bind the paralyzed creature. Once bound, a typical human can be carried by three meenlocks.

Rend Mind (Su): A meenlock can project thoughts and suggestions into the mind of a single creature within 300 feet. These thoughts are usually geared to cause paranoia-images of stalking monsters or peering eyes, and the sensation of being followed, watched, or sized up. The target of this mind-affecting phantasm must make a successful Will save (DC 14) or take 1d4 points of Wisdom damage. Once a meenlock uses this ability, it must wait 1d4 rounds before doing so again.

Dimension Door (Su): Once every 2 rounds, a meenlock can produce an effect like that of a dimension door spell, except that the range is only 60 feet and no additional weight can be transported.

Telepathy (Ex): A meenlock can communicate through telepathy with any other creature that has a language. This communication has a range of 300 feet.

Meenlocks fight if forced to do so, but they are weak combatants. They prefer to pick off members of a group one at a time over a long period. The first attack they usually launch against their selected target is a slow mental assault (see Rend Mind). Some meenlocks have been known to stalk and harass their victims in this way for days.