Gibbering MoutherMedium aberration
Aberrant Ground. The ground in a 2-meter radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a Difficulty 10 Reflex saving throw or have its speed reduced to 0 until the start of its next turn.
Gibbering. The mouther babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 4 meters of the mouther and can hear the gibbering must succeed on a Difficulty 13 Will saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no actions and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.
Maneuvers. The gibbering mouther uses maneuvers (maneuver save Difficulty 10). It has 7 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 (rounded up) when it finishes a short rest. It knows the following maneuvers:
Bite (1/turn). Melee Weapon Attack: +2 to hit, reach 1 m. 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 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 mouther’s next turn.
As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice 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. A construct or an undead is immune to this effect.
While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on 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 make a Will saving throw.
On a successful save, the effect ends for that creature.
If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.
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 failed save, 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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).
You can increase the damage for each additional stamina die expended.
As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.
At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.
If the creature regains health while bleeding, the bleeding ends.
This has no effect on any creature that cannot bleed or lose a vital liquid substance.
You can increase both damages for each additional stamina die expended.