Meenlock: Difference between revisions

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|proficiency=3
|proficiency=3
|initiative=+3; +4{{Tactician}}
|initiative=+3; +4{{Tactician}}
|conditions={{CON|Fear Aura}}
|passive={{PAS|Darkvision (Passive Feature)|Darkvision}}{{PAS|Light Sensitivity}}{{PAS|Opportunity Attack}}
|passive={{PAS|Darkvision (Passive Feature)|Darkvision}}{{PAS|Light Sensitivity}}{{PAS|Opportunity Attack}}
|location=[[Last Light Inn - Cellar]]
|location=[[Last Light Inn - Cellar]]
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{{Feature box|name=Shadow Teleport|link=Shadow Teleport
{{Feature box|name=Shadow Teleport|link=Shadow Teleport (Meenlock)
|Teleport to a shadowy location.
|Teleport to a shadowy location.
}}
}}

Revision as of 12:46, 13 December 2023

Template:Up to date

Meenlock
Meenlock.jpg
Stats
Level 6

STR

7
(-2)

DEX

17
(+3)

CON

14
(+2)

INT

11

WIS

12
(+1)

CHA

8
(-1)
Bg3 content hr.png
Creature Race Icon.png  Race Meenlock
Creature Type Icon.png  Type Fey
HP Icon.png  HP 49; 63TTactician
Creature AC Icon.png  AC 16; 17TTactician
Creature Size Icon.png  Size Smalll
Weight Icon.png  Weight 50kg
Proficiency Icon.png  Proficiency Bonus +3
Initiative Icon.png  Initiative +3; +4TTactician
Conditions
Passive features
Character information
Location Last Light Inn - Cellar
Experience on kill 50

Meenlock are a type of fey creature and non-playable Race, found in Act Two. They are crustacean-like critters, with large, paralysing claws, and a presence which instils fear in their enemies.

About meenlocks

These crustacean-like Fey are spawned by fear and seek to destroy all that is good, innocent, and beautiful.

On tactician difficulty, meenlocks will have an increased 18 Constitution and Dexterity, as well as higher health, AC, and initiative.

Attacks and abilities

Generic Physical.webp
Claws Claws ()
D4 Slashing.png 3d4 (3~12) Damage TypesSlashing damage

Lash out with venomous claw to Paralysed Paralyse your target.
 Melee: 1.5 m / 5  ft
Shadow Step.webp

Teleport to a shadowy location.
 Range: 16 m / 54 ft
Fear Aura
Can possibly frighten frighten nearby Beasts and Humanoids by its fey presence.
  • Enemies of the Meenlock unconditionally receive the Meenlock Fear Meenlock Fear when nearby. By itself, this condition has no fear effect, but on each turn after receiving this condition, or if another Meenlock approaches during the round, one must make a DC 13  Constitution saving throw to prevent a Frightened Frightened for 2 turns.

Notes

  • The in-game description of the Meenlock Fear condition states a Wisdom Saving throw, but the check is on Constitution instead.
  • Protection from Evil and Good can help negate the effect of Meenlock Fear.

Notable drops

Swarming Toadstool
Dragon Egg Mushroom
Poison Spore
Tongue of Madness
Nothic Eye
Timmask Spores
Bonecap
Ochre Jelly Slime

External links