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Gibbering Mouther (Legendary Games)

Large aberration, neutral

Armor Class 12
Hit Points 127 (15d10 + 45)
Speed 10 ft., swim 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 3 (-4) 10 (+0) 6 (-2)

Skills Perception +3
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning
Condition Immunities prone
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13
Languages
Challenge 8 (3,900 XP)

SPECIAL TRAITS

  • Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength 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 20 feet of the mouther and can hear the gibbering must succeed on a DC 12 Wisdom 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.
  • Magic Resistance. The mouther has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The gibbering mouther makes three bite attacks and, if it can, uses its Blinding Spittle.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 21 (5d6 + 4) necrotic damage. If the target is Medium or smaller, it must succeed on a DC 15 Strength saving throw or be forced 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 25 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 14 Dexterity saving throw or be blinded until the end of the mouther’s next turn.
  • Engulf. The mouther moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the mouther enters a creature’s space, the creature must make a DC 14 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mouther. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the mouther enters the creature’s space, and the creature takes 10 (3d6) necrotic damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) necrotic damage at the start of each of the mouther’s turns. When the mouther moves, the engulfed creature moves with it.
Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham