Gibbering Mouther

Gibbering Mouther

Medium aberration
Challenge

STR
0
DEX
−1
CON
3
INT
−4
WIS
0
CHA
−2

67
9d8+27
11
Fort
+4
Ref
+0
Will
−1
Condition immunities prone

Speed 2 m., swim 2 m.
Skills
Senses all-around sight, darkvision 10 m.
Languages Aklo

Aberrant Ground. The ground in a 2-meter radius around the gibbering mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a Difficulty 10 Reflex saving throw or be immobilized until the start of its next turn.

Gibbering. The gibbering mouther babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 4 meters of the gibbering mouther and can hear the gibbering must succeed on a Difficulty 13 Will saving throw. On a failure, the creature is confused until the start of its next turn.

Maneuvers. The gibbering mouther uses maneuvers (maneuver save Difficulty 10). It has 5 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: fearsome beast, fountain of blood, spring attack, tear flesh, trip

Actions (2)

Bite (1/turn). Melee Weapon Attack: +1 to hit. Hit: 17 (5d6) piercing damage. If the target is killed by this damage, it is absorbed into the mouther.

Blinding Spittle (Recharge 5–6). The gibbering mouther spits a chemical glob at a point it can see within 3 meters of it. The glob explodes in a blinding flash of light on impact. Each creature within 1 meter of the flash must succeed on a Difficulty 13 Reflex saving throw or be blinded until the end of the gibbering mouther’s next turn.

Underdarksrd

Maneuvers

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failure, a creature is frightened of you until the end of your next turn.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.