Gibbering MoutherMedium aberration
- 2 (450 XP)
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:
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.