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Gibbering Orb

Huge aberration, chaotic evil

Armor Class 26 (natural armor)
Hit Points 420 (29d12 + 232)
Speed 5 ft., fly 20 ft.

STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 26 (+8) 30 (+10) 23 (+6) 21 (+5)

Saving Throws Intelligence +19, Wisdom +15, Charisma +14
Skills Arcana +19, Perception +15
Damage Resistances cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 25
Languages all
Challenge 30 (155,000 XP)

Special Traits

  • Hyper-Awareness. A gibbering orb can see in all directions at once and cannot be surprised.
  • Flyby. The gibbering orb doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
  • Gibbering. The gibbering orb babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the orb and can hear the gibbering must succeed on a DC 16 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 gibbering orb has advantage on saving throws against spells and other magical effects.
  • Esoteric Theft. When a creature dies by being swallowed whole (or when a creature killed by the gibbering orb in some other fashion is eaten by it), the gibbering orb absorbs the creature’s known spells, prepared spells, and innate magic abilities. The orb can use one of the absorbed abilities per turn as a bonus action. Each originates from an eye that is not producing an eye ray that round. Stolen spells and innate magic abilities are lost after 24 hours.

Actions

  • Multiattack. The gibbering orb makes six bite attacks.
  • Bites. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 37 (6d8 + 10) piercing damage. The target is grappled (escape DC 25) if the gibbering orb isn’t already grappling a creature, and the target is restrained until the grapple ends.
  • Swallow. The gibbering orb makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the gibbering orb, and it takes 21 (6d6) acid damage at the start of each of the gibbering orb’s turns. The gibbering orb can have only one target swallowed at a time. If the gibbering orb dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
  • Eye Rays. The orb casts three of the following spells as eye rays at random (reroll duplicates), choosing one to three targets it can see within 150 ft. of it. . The spells have a save DC of 18 and a +10 to hit.
d20 Eye Ray
1 acid arrow
2 blindness/deafness
3 chill touch
4 prismatic spray
5 forcecage
6 dispel magic
7 irresistible dance
8 feeblemind
9 hypnotic pattern
10 inflict wounds
11 bestow curse
12 magic missile
13 ray of enfeeblement
14 ray of frost
15 finger of death
16 disintegrate
17 slow
18 scorching ray
19 lightning bolt
20 power word stun
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.