Kryx RPGThemesMonsters

Gibbering Mouther

Medium aberration
Challenge
2 (450 XP)

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

67
9d8+27
9
Fort
+3
Ref
−1
Will
−1
Condition immunities prone

Speed 3 m., swim 3 m.
Senses darkvision 18 m.
Languages Aklo

Aberrant Ground. The ground in a 3-meters radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 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 6 meters of the mouther and can hear the gibbering must succeed on a DC 10 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 action or bonus action 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 DC 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, and knows the following maneuvers:

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

Actions

Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.

Bites. Melee Weapon Attack: +2 to hit, reach 1.5 m., one creature. 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 4.5 meters of it. The glob explodes in a blinding flash of light on impact. Each creature within 1.5 meters of the flash must succeed on a DC 13 Reflex saving throw or be blinded until the end of the mouther’s next turn.

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