rpg—rules

monster

Gibbering Mouther

Medium Aberration, Chaotic Neutral

Armor Class
9
Hit Points
52 (7d8 + 21)
Challenge rating
2
CHA
6 (-2)
CON
16 (+3)
DEX
8 (-1)
INT
3 (-4)
STR
10 (+0)
WIS
10 (+0)

Medium Aberration, Chaotic Neutral

AC 9 · Initiative −1 (9)

HP 52 (7d8 + 21)

Speed 20 ft., Swim 20 ft.

Ability Score Mod Save
Str 10 +0 +0
Dex 8 −1 −1
Con 16 +3 +3
Int 3 −4 −4
Wis 10 +0 +0
Cha 6 −2 −2

Immunities Prone

Senses Darkvision 60 ft.; Passive Perception 10

Languages None

CR 2 (XP 450; PB +2)

Traits

Aberrant Ground. The ground in a 10-foot Emanation originating from the mouther is Difficult Terrain.

Gibbering. The mouther babbles incoherently while it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8 to determine what it does during the current turn:

  • 1–4. The target does nothing.

  • 5–6. The target takes no action or Bonus Action and uses all its movement to move in a random direction.

  • 7–8. The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

Actions

Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 7 (2d6) Piercing damage. If the target is a Medium or smaller creature, it has the Prone condition. The target dies if it is reduced to 0 Hit Points by this attack. Its body is then absorbed into the mouther, leaving only equipment behind.

Blinding Spittle (Recharge 5–6). Dexterity Saving Throw: DC 10, each creature in a 10-foot-radius Sphere centered on a point within 30 feet. Failure: 7 (2d6) Radiant damage, and the target has the Blinded condition until the end of the mouther’s next turn.

Source · SRD 5.2.1 · page 288