Monster · CR 2 (450 XP) · 2024 rules

Gibbering Mouther

Medium aberration, chaotic neutral

  • Armor Class 9 (natural armor)
  • Hit Points 52 ()
  • Speed 20 ft., swim 20 ft.
  • Initiative −1 (9)
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages None
  • Challenge 2 (450 XP; 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 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: , reach 5 ft. Hit: 7 () 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 [Area of Effect]|XPHB|Sphere centered on a point within 30 feet. Failure: 7 () Radiant damage, and the target has the Blinded condition until the end of the mouther’s next turn.

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits