Gibbering Mouther
Gibbering Mouther CR: 2
STR
10 +0
DEX
8 -1
CON
16 +3
INT
3 -4
WIS
10 +0
CHA
6 -2
Aberrant Ground. The ground in a 10 foot radius around the mouther is doughlike difficult terrain. Each creature that starts it's turn in that area must succeed on a DC 10 Strength saving throw or have it's speed reduced to 0 until the start of it's next turn. The mouther babbles incoherently while it can see any creatures and isn't incapacitated. Each creature that it's turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take any reactions until the start of it's next turn and rolls a d8 to determine what it does during it's next 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 of it's 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 it's reach or does nothing if it can't make such an attack.
Actions
Multiattack. The gibbering mouther makes one bite attack and if it can, uses it's Blinding Spittle. Bites. Melee Weapon Attack +2 to hit, reach 5ft, one creature. Hit 17 5d6 piercing damage. If the target is Medium, or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. 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 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.
Suggested Environments
Ruins, settlements, sewers, crypts, forests, the Underdark.
Comments