Gibbering Mouther, Delirious Chorus

Medium aberration (mythic), neutral

Armor Class 14 (babbling cloak)
Hit Points 108 (9d8 + 36)
Speed 10 ft., swim 10 ft.

12 (+1) 10 (+0) 18 (+4) 3 (-4) 10 (+0) 6 (-2)

Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 10
Languages Aklo
Challenge 7 (2,900 XP)

Special Traits

  • Aberrant Rebirth (Recharges after a Short or Long Rest). When the delirious chorus is reduced to 0 hit points, it doesn�t die or fall unconscious. Instead, the damage splits the creature open vomiting out 1 gibbering mouther per character that is in the encounter at the time it was split open. The delirious chorus heals 108 hit points, resets its legendary resistance and gains an additional legendary action.
  • Aberrant Ground. The ground in a 10-foot radius around the delirious chorus is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
  • Amorphous. The delirious chorus can move through a space as narrow as 1 inch wide without squeezing.
  • Beckoning Babble. Any creature within 60 feet of the delirious chorus but more than 20 feet away must make a DC 15 Wisdom saving throw or be compelled to move towards the mouther.
  • Delirious Chorus. The save DC to resist the beckoning babble or gibbering of any gibbering mouther within 30 feet of the delirious chorus is increased by 1, and creatures within 10 feet of the delirious chorus have disadvantage on such saving throws.
  • Gibbering. The delirious chorus 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 15 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.
  • Legendary Resistance (2/Day). If the delirious chorus fails a saving throw, it can choose to succeed instead.
  • Magic Weapons. A delirious chorus�s weapon attacks are magical.


  • Multiattack. The delirious chorus makes two bite attacks and, if it can, uses its Blinding Spittle.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 18 (5d6 + 1) piercing and 7 (2d6) necrotic damage. If the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. The mouther heals as many hit points as it did in necrotic damage.
  • Blinding Spittle (Recharge 4�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 14 Dexterity saving throw or be blinded until the end of the mouther�s next turn. On a natural 1 the target is permanently blinded.

Legendary Actions

The delirious chorus can take 2 legendary action, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature�s turn. The delirious chorus regains spent legendary actions at the start of its turn.

  • Attack. The delirious chorus makes one bite attack.
  • Spit (Costs 2 Actions). The delirious chorus uses blinding spittle. The ability automatically recharges if it is not ready. If the delirious chorus has used its Aberrant Rebirth ability, it gains 1 additional legendary action each round for 1 hour, and during this time it can use the options below as legendary actions.
  • Rampage (Costs 2 Actions). The delirious chorus uses Multiattack.
  • Aberrant Growth (Costs 3 Actions). Each creature within 10 feet of the delirious chorus must make a DC 15 Dexterity saving throw, taking 13 (3d8) piercing damage on a failed save as the ground beneath them spawns hundreds of vicious teeth, or half as much damage on a successful one. Until the start of its next turn, the delirious chorus and its spawn gain a +2 bonus to AC.


This horrid mass of eyes, mouths, and formless flesh stares in all directions, its countless maws yammering ceaselessly as it forms into faces, vestigial limbs, and atrophic appendages that melt back into the protoplasm of the creature�s mass as quickly as they are created. Disgusting, loathsome, and hungry�these are the only words that properly describe this horrifying cousin of the gibbering mouther. A foul beast that lurks in underground caves, sewers, and nightmares, mouthers have no societal, ecological or religious significance other than their ability to drive those that listen to them mad. They do tend to aggregate in groups more often than their solitary kin, and the echoing interplay of each creature�s deranged babbling is what gives these creatures their name.

Section 15: Copyright Notice

Mythos Monsters (5E) © 2020, Legendary Games; Authors Michael "solomani" Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

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