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<blockquote data-quote="the Jester" data-source="post: 4428653" data-attributes="member: 1210"><p>EDIT: Since there is an official version of these guys, I'm not going to update mine to MM3 standards.</p><p></p><p><strong><span style="font-size: 18px">MEENLOCK</span></strong></p><p> </p><p>Meenlocks are hideous monsters. However, they were once natural humans, elves or other humanoids. Meenlocks propagate by capturing such creatures and, through the use of a torturous transformative ritual, convert their victims into more meenlocks.</p><p></p><p><strong><span style="font-size: 15px">MEENLOCK RAIDER--- Level 7 Skirmisher</span></strong></p><p>Small aberrant humanoid; XP 300</p><p>---</p><p>Initiative +8; Senses Perception +4; darkvision</p><p>HP 77; Bloodied 38</p><p>AC 21; Fortitude 17; Reflex 21; Will 19</p><p>Speed 6</p><p>---</p><p><strong>[Melee basic] Claw</strong> (standard; at will): 12 vs. AC; 1d4+5 damage, plus target is immobilized (save ends).</p><p></p><p><strong>Step through Shadow</strong> (move; recharge 5 6) <strong>Teleportation:</strong> The meenlock teleports 6 squares and gains combat advantage until the end of its next turn against any creatures it appears adjacent to.</p><p><strong></strong></p><p><strong>Combat Advantage:</strong> A meenlock deals an extra 1d6 points of damage when it has combat advantage.</p><p>---</p><p>Alignment chaotic evil; Languages Meenlocks can communicate telepathically with other meenlocks within line of sight.</p><p>Skills Intimidate +6</p><p>Str 7; Dex 21; Wis 12</p><p>Con 13; Int 11; Cha 16</p><p></p><p></p><p><span style="font-size: 15px"><strong>MEENLOCK MINDRENDER--- Level 7 Controller</strong></span></p><p>Small aberrant humanoid; XP 300</p><p>---</p><p>Initiative +8; Senses Perception +4; darkvision</p><p>HP 77; Bloodied 38</p><p>AC 21; Fortitude 17; Reflex 20; Will 21</p><p>Speed 6</p><p>---</p><p><strong>[Melee basic] Claw </strong>(standard; at will): +12 vs. AC; 1d4+5 damage, plus target is immobilized (save ends).</p><p><strong></strong></p><p><strong>[Ranged] Rend Mind</strong> (standard; recharge 4 5 6) <strong>Fear, Psychic:</strong> Range 20; +10 vs. Will; 2d6+5 psychic damage and the target is dazed (save ends).</p><p><strong></strong></p><p><strong>[Close] Burst of Fear</strong> (minor; encounter) <strong>Fear:</strong> Close burst 3; targets each enemy in burst; +8 vs. Will; Hit: target is pushed 4 squares and takes a -2 to attack (save ends); Miss: target takes a -2 to attack until the end of the meenlock mindrender’s next turn.</p><p></p><p><strong>Step through Shadow</strong> (move; recharge 5 6) <strong>Teleportation: </strong>The meenlock teleports 6 squares and gains combat advantage until the end of its next turn against any creatures it appears adjacent to.</p><p>---</p><p>Alignment chaotic evil; Languages Meenlocks can communicate telepathically with other meenlocks within line of sight.</p><p>Skills Intimidate +8, Stealth +7</p><p>Str 7; Dex 18; Wis 12</p><p>Con 13; Int 15; Cha 20</p></blockquote><p></p>
[QUOTE="the Jester, post: 4428653, member: 1210"] EDIT: Since there is an official version of these guys, I'm not going to update mine to MM3 standards. [B][SIZE="5"]MEENLOCK[/SIZE][/B] Meenlocks are hideous monsters. However, they were once natural humans, elves or other humanoids. Meenlocks propagate by capturing such creatures and, through the use of a torturous transformative ritual, convert their victims into more meenlocks. [B][SIZE="4"]MEENLOCK RAIDER--- Level 7 Skirmisher[/SIZE][/B] Small aberrant humanoid; XP 300 --- Initiative +8; Senses Perception +4; darkvision HP 77; Bloodied 38 AC 21; Fortitude 17; Reflex 21; Will 19 Speed 6 --- [B][Melee basic] Claw[/B] (standard; at will): 12 vs. AC; 1d4+5 damage, plus target is immobilized (save ends). [B]Step through Shadow[/B] (move; recharge 5 6) [B]Teleportation:[/B] The meenlock teleports 6 squares and gains combat advantage until the end of its next turn against any creatures it appears adjacent to. [B] Combat Advantage:[/B] A meenlock deals an extra 1d6 points of damage when it has combat advantage. --- Alignment chaotic evil; Languages Meenlocks can communicate telepathically with other meenlocks within line of sight. Skills Intimidate +6 Str 7; Dex 21; Wis 12 Con 13; Int 11; Cha 16 [SIZE="4"][B]MEENLOCK MINDRENDER--- Level 7 Controller[/B][/SIZE] Small aberrant humanoid; XP 300 --- Initiative +8; Senses Perception +4; darkvision HP 77; Bloodied 38 AC 21; Fortitude 17; Reflex 20; Will 21 Speed 6 --- [B][Melee basic] Claw [/B](standard; at will): +12 vs. AC; 1d4+5 damage, plus target is immobilized (save ends). [B] [Ranged] Rend Mind[/B] (standard; recharge 4 5 6) [B]Fear, Psychic:[/B] Range 20; +10 vs. Will; 2d6+5 psychic damage and the target is dazed (save ends). [B] [Close] Burst of Fear[/B] (minor; encounter) [B]Fear:[/B] Close burst 3; targets each enemy in burst; +8 vs. Will; Hit: target is pushed 4 squares and takes a -2 to attack (save ends); Miss: target takes a -2 to attack until the end of the meenlock mindrender’s next turn. [B]Step through Shadow[/B] (move; recharge 5 6) [B]Teleportation: [/B]The meenlock teleports 6 squares and gains combat advantage until the end of its next turn against any creatures it appears adjacent to. --- Alignment chaotic evil; Languages Meenlocks can communicate telepathically with other meenlocks within line of sight. Skills Intimidate +8, Stealth +7 Str 7; Dex 18; Wis 12 Con 13; Int 15; Cha 20 [/QUOTE]
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